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EXPLOIT ZERO

Cyberpunk Espionage and Mayhem

Written by Patrick Todoroff

Developed by the members of


The Cape Cod Wargame Commission
EXPLOIT ZERO
CYBERPUNK ESPIONAGE AND MAYHEM
Patrick Todoroff

COPYRIGHT NOTICE

‘Exploit Zero. Cyberpunk Espionage and Mayhem’


© Patrick Todoroff 2019 – Reissued under new title ‘Exploit Zero’ 2021

Rights for any miniatures, terrain and hobby accessories mentioned herein belong to their
respective creators. No challenge is intended.
Do not reproduce, copy, or otherwise disseminate any portion of this publication without the
author’s express written permission.

_____________________________________________

CREDITS

Written by Patrick Todoroff

Contributors: Max Moynihan, Derek Lorrigan, John Sylvia,


Patrick Mohney, Matt Gordon, Tom Wooten

Cover art by Tithi Luadthong and Paul Ballantyne


Interior Art by Sander Goldman and Andrew Dodor
Other images from Shutterstock
All rights reserved.
EXPLOIT ZERO
CYBERPUNK ESPIONAGE AND MAYHEM
***

PART ONE: DENIABLE ASSETS P. 1


Introduction - Corporate Agents – Character Creation Basics

PART TWO: HARDWARE – SOFTWARE P. 10


Specialization Protocols and Actions – Dice Mechanics - CAPs –
Equipment - Drones

PART THREE: WET WORK P. 24


Turn Sequence - Movement – Combat – Terrain - Hacking

PART FOUR: DARK OPS P. 31


H-Sec Forces - Game Set Up – Intro Mission: Seraph Protocol

PART FIVE: MERGERS AND ACQUISITIONS P. 40


Intentions - Mission Starters - The Fine Print
An All-Nighter

Someone tipped off Han Chou Telemetrics.


04:17 in the Shunyi District, HCT Corporate Zone, you and your crew slipped out the back door of their
secure server facility ninety seconds ahead of schedule. That minute and a half saved your life; you caught
their Rapid Response Team by surprise.
They came at you fast and heavy. You came back faster and heavier. When it was over, they were down
but your driver was dead and the get-away was totaled. So the four of you took off running.
Han Chou management won’t call the police – which is good. They’d have to report the breach and that
would translate into a huge hit on their stock values as well as their reputation. So they will be handling this
in-house – which is bad. That means every HCT Security Specialist and Rent-a-Cop in New Kowloon is
gunning for you.
You pulled an all-nighter on this one and there’s a trail of bodies, blood, and bullet casings in the dark
alleys of Shunyi to prove it. You’re still on foot, low on ammo, and there’s less than an hour of night left. But
you’re nearly home; Asian-Pacific holo-ads glow in the sky over the buildings just ahead.
Your uplink squirted ‘Package Retrieved’ the second you stepped outside the HCT building, so you know
your company will back you when you reach the Neutral Zone between the corp-territories. With the UN-
enforced ceasefire, Han Chou won’t risk an open confrontation. They’ll have to eat the loss. The nearest
checkpoint is just seven blocks away, next to the Yintai Shopping Center.
All you have to do is get there.
PART ONE: DENIABLE ASSETS
Introduction - Corporate Agents – Character Creation Basics

Corporate wars, shadow ops, cranial jacks, cyber-augmentations… you’ve been here
before. You know how this goes.

But familiarity breeds sloppiness and sloppiness will get you dead with a capital ‘P’ for
Permanent. So you’ve got no excuses. You have a team, you have a boss, and that
boss just gave you a job. Take whatever you need: weapons, micro-drones, dark-ware,
pharma-derms, stealth gear... Just get it done.

Because the particulars may change but the bottom line is the same: bring the package
back or don’t come back at all.

Welcome to New Kowloon, 2069. Now get to work.

_________________

1.1 INTRODUCTION

EXPLOIT ZERO is an easy to learn, fast play, tabletop war game made for 28mm
miniatures. Set in the fictional, futuristic mega-city of New Kowloon, it is designed to
simulate the vicious firefights and desperate, dark ops of the ruthless corporate wars in
the year 2069.

EXPLOIT ZERO is a cooperative game, so you and your friends will be working together
to accomplish each mission’s goals. Arrayed against you are your rival’s security forces,
(called H-SEC for Hostile Security) which will come at in waves, steadily ramping up in
quantity and quality in an all-out attempt to stop you. (Usually by reducing you and your
team mates into tiny, separate pieces.)

In EXPLOIT ZERO, you will create an Agent, your Agent. This highly trained, heavily-
modified operative will represent you on the table top as you sneak, slash, and shoot
your way through missions alongside your team mates.

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TO START
The first thing you need to do is pick out a bunch of your favorite sci-fi, cyberpunk
miniatures. Or better yet buy a couple new ones. The game was made with 28mm figs in
mind, but 15mm works just as well. Base size and shape doesn’t matter, so long as it’s
reasonable and consistent among the miniatures used in the mission. You’ll need a few
figures to represent your Agents, as well as a dozen or so more to act as the opposing
Hostile Security forces.

Next, grab a full set of Polyhedral Dice. You’ll need the D4, the D6, D8 and D10. Set
aside the rest. You’ll also need a good tape measure marked in inches.

Now gather whatever Neo-Tokyo, New Seattle, BAMA Sprawl cyberpunk type terrain
you have and set it up on a minimum 36” x 36” area. You can certainly go larger, but
expect a longer, tougher game.

Finally you might want to get a length of string or laser pointer to check Line-of-Sight for
those tricky shots, some glass stones or paper chits to mark certain in-game actions and
effects (not many but a few) and a set of standard war game 3” and 5” blast templates.
Once you have all that, you’re good to go.

Some of those miniatures you selected will be your Agents. Specifics on Agent Creation
are explained later, but for now know each Agent specializes in a specific style of
combat. These are called Specialization Protocols, or SPs for short. Specializations
define an Agent’s tactical focus and abilities, and grant in-game bonuses specific to that
Specialization.

You’ll be assigning each Agent miniature a Specialization Protocol, one that’s in line with
that figure’s aesthetic and your style of play. You’ll be able to kit them out just how you
want too. Remember however, that no single Agent can accomplish a mission by
themselves. You’ll need to work with a well-rounded team if you want to survive and
thrive in the corporate shadow wars.

The other miniatures will represent the H-SEC or Hostile Security; those forces that will
be doing their utmost to stop you and your crew from accomplishing your mission. Their
details are explained later as well, but understand while they may not be as individually
capable as an Agent, there are a lot of them, they work together, and they won’t stop
until either you or they are dead.

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DENIABLE ASSETS
You’re an Agent. A Ghost. A Corporate Ninja. You’re what every Sci Fi B-Movie
killer cyborg wanted to be when it grew up: a heavily modified, gene-spliced,
neural-enhanced, cyber-augmented soldier in the future’s undeclared, corporate
shadow wars.
Asset Retrieval, V.I.P. protection, Black Site security, data theft, infiltration,
sabotage, assassination… you do whatever the Top Floor needs done but
doesn’t want to know about. You’re the Necessary Evil, the Dirty Little Secret,
the Deniable Asset.

1.2 CORPORATE AGENTS AND CHARACTER CREATION BASICS

In EXPLOIT ZERO, you and your fellow players will form a team of Agents and work
together to accomplish specific missions assigned by their mercenary fixer and/or
corporate handler. Each or you will control one, two or even three Agents who will be
your avatars, your characters on the shadowy stage of espionage and dark ops.

Whether you imagine your crew is part of a keiretsu’s security division or a bunch of
bootstrap freelancers hired via cut-outs and shell companies, you’re in for a fight. You
could be contracted to perform a little ‘radical renovation’ at a rival’s research facility,
help a valuable Asset come to grips with a sudden change in their ‘Employee’ status, or
deliver a dubiously acquired prototype to your own R & D Department. Whatever it is, it
won’t be easy and it’s all part of a good night’s work.

AGENTS: SPECIALIZATION PROTOCOLS AND COMBAT AUGMENTATION


PROGRAMS
“Jack of all Trades, Master of None.” Agents are all about focus. Each one carefully
selects their upgrades and gear, and concentrates on a specific skill set. This is the
Agent’s Specialization Protocol. There are five Specialization Protocols (SPs) which
equate to the five species of Agent: the Ronin, the Razor, the Splicer, the Sawbones,
and the Shiver.

The Ronin and the Razor are Combat Specialists, Ranged and Melee respectively. The
Splicer is a cyber-expert who hacks enemy networks or remote-pilots your team’s
support drone. The Sawbones finds that edge you need to win and keeps your team on
their feet while they do it. The Shiver… well the Shiver is a freak of nature. He or she
has the ‘Touch’: mind powers that can confuse, bruise, and generally abuse your

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enemies. There’s a reason folks get uncomfortable around them but you’ll be glad
they’re on your side when your dark op gets shoved into the line of fire.

COMBAT AUGMENTATION PROGRAMS


After SPs come CAPs, or Combat Augmentation Programs. CAPs are specific tactical
modifications (cybernetic, bio-ware, or software) that boost an Agent’s skills and abilities.
There are three categories of CAPs: Cyber, Combat, and Support. Psionics are different
but similar enough that they are included in this section as well. While CAPs can be
used repeatedly over the course of a mission, the intense drain on an Agent’s physical
and internal systems means they can only be triggered individually for short amounts of
time. The full explanation of CAPs is in the next section.

For now, gather your friends and paint up your miniatures. When you’re finished, pick
the appropriate Specialization Protocol for each figure and look over the CAPs. You will
want to work together to form a team, one that you’re confident can move in the
shadows and tackle your mega-corporation’s dirty work.

Good luck, omae.

“There are only two types of companies—those that know


they’ve been compromised, and those that don’t know. If
you have anything that may be valuable to a competitor,
you will be targeted, and almost certainly compromised.”
Dmitri Alperovitch on the ‘Shady Rat’ intrusions

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BACKGROUND: NEW KOWLOON IN 2069
Our EXPLOIT ZERO games are set in the future, fictional South East Asian mega-city of
New Kowloon in the year 2069. This section has no real bearing on game play and is
included for ambiance and inspiration only. Feel free skip it, adapt the games to your
favorite cyberpunk setting, or better yet, create your own high-tech, low-life Sprawl Scum
world.

NEW KOWLOON formal recognition as a separate


municipality in 2046.
Considered Asia’s premier With an estimated population of 8.3
‘International City’, the Greater Hong million between the Upper and Lower
Kong Metropolitan Area is the financial sectors, New Kowloon (or ‘NK’ as it is
capital of the Eastern Hemisphere. known) is literally a ‘City of the Future’
New Kowloon was originally conceived with inhabitants living and working in a
in 2027 as a large-scale expansion to two-story metropolis with a total area
the existing Kowloon District of that of 600 square miles combined.
great city. However by 2043, China’s
explosive population growth, the need The Ground Sector, or Lower City, is
for expanded trade and port facilities, constructed on the existing peninsular
and the region’s increasing global landmass south of old Hong Kong, and
dominance in advancing technologies extends on a network of piers and
all contributed to the district receiving platforms over the South China Sea.

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thousands of factories and dock-
The Sky Sector, or Upper City, is built related industries on the ground level.
on a massive platform called the Because large portions of the Lower
‘Terrace’ which rests 4,300 feet (1.3 City are in shadow most of the day,
kilometers) above sea level. The LNK is nicknamed ‘Dark Town’ and it
Terrace itself is supported by twelve lives up to this moniker in more ways
gigantic pillars called Spindles, each than one.
covering an area of twelve square city
blocks. Internationally, New Kowloon’s Aside from the usual array of casinos,
two sectors are designated LNK and bars, drug-dens, brothels of every type,
UNK for Lower and Upper New and simsense arcades, Dark Town also
Kowloon respectively. specializes in Gray and Black Market
technology: weapons, software,
Upper New Kowloon is home to the cyberware, biotech, robotics,
world’s largest and most prestigious nanotech... anything and everything of
corporate, commercial, and financial questionable legality. Traditional Triad
entities, making its slogan “Commerce families keep a tight rein on all criminal
among the Clouds!” accurate in every and semi-legal activity, although
sense. With space at a premium on the recently both the Japanese Yakuza and
Terrace, residence in UNK is limited to Russian Bratva have been stepping up
the world’s most famous, well- their attempts to gain a foothold at the
connected, individuals and the most docks and airports.
affluent multi-national corporate
entities, the 1% of the 1%. This is the glorious and filthy mega-city
you and your team find yourself in.
Lower New Kowloon is divided into Whether you’re a former military-
twelve districts, designated by number turned-freelance crew for hire to the
according to the specific Terrace highest bidder, a discreet, private
Spindle inside its zone. While the concern on retainer to one of the vast
Lower City contains upscale residential and voracious multi-nationals, or part
areas and exclusive corporate of the permanent security team for
arcologies – mostly in the rim districts - one of the region’s financial entities,
it is primarily home to a vast multitude you better gear up and stay sharp. In
of laborers, merchants, wage-slaves, the ruthless corporate wars of 2069, if
and workers who either make the daily someone’s being nice, you can rest
commute as service personnel for the assured you’ve got a security breach.
Terrace, or are employed in one of the

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FACTIONS
Here are just a handful of the hundreds of companies, organizations, and factions that live and
die in the streets and cyberspaces of New Kowloon. Feel free to make up your own. The
glittering, gritty world of trans-national mega-corporations is rich with graft, avarice, and
possibility.

NKPD – Under-staffed, underpaid,


outnumbered and usually outgunned, SINO BIO-PHARM – SBP’s is the region’s
the fine members of the New Kowloon second largest pharmaceutical
Police Department do their best to manufacturing company. While
hold the line between chaos and order providing the usual array of
in a city of over 8 million. If that means medications and vaccines, its true
slipping into the shadows and getting specialty is cutting edge products like
their hands dirty on occasion, then so endocrine boosters, advanced gene
be it. therapy, and Smart Blood technology.
SPB’s research and development
NKTTA - New Kowloon’s Trade and facilities are among the most
Transit Authority is responsible for the advanced, and secretive, in the world.
mega-city’s hundreds of docks,
helipads, and airports, and has HOWA-COLT INDUSTRIES – For its
jurisdiction in both Lower and Upper unremarkable name, HCI has grown to
New Kowloon. The TTA is a huge become the hemisphere’s largest
organization with ties to every weapons manufacturer, offering
corporation, politician, and major everything from sub-compact flechette
crime syndicate in the region. It not pistols to full-body exo-suits. Its vehicle
only employs a vast workforce of sub-division, Howa-Colt Machinery,
administrators, bureaucrats, and specializes in high-mobility combat
laborers, but has its own, well-funded vehicles and autonomous gun drones
investigative department and security equipped with Tier 3 Synthetic
services. Intelligence, Tactical Assistance
software. Always in the fight one way
WEI-SO SECURITY SERVICES – Wei-So or another, HCI is a very serious
Security is South-East Asia’s largest contender in a very serious industry.
private security company with offices
in twelve different countries and SUN ON YEE – The ‘New Peace and
ongoing operations in over thirty. Righteousness Commercial and
Staffed by former military, intelligence, Industrial Guild’ is the largest Triad in
and police personnel, it offers the full New Kowloon. Involved with money-
spectrum of services from asset laundering, counterfeiting, gambling,
protection to counter-espionage. narcotics and human trafficking,
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prostitution, illegal cloning and twist of logic, rumor has it the P1
robotics, prostitution, smuggling and Movement is not above hiring
extortion, needless to say, it has augmented veterans and freelance
connections on every level of New security personnel to carry out their
Kowloon society. anti-augmentation agenda.

PURITY FIRST – The Purity First TLF – The Transhuman Liberation Front
movement (or P1) is a loose believes each individual should be able
conglomeration of radical to decide their own level of
environmentalists, fundamentalist modification without restrictions by
religious groups, and general purpose government authorities and outside
Luddites all united in their aversion to agencies. Formed as a response to the
any form of human augmentation or hostile rhetoric of the anti-
cybernetic modification. Most augmentation movement, the TLF’s
members restrict their outrage to noisy mission is to protect the rights of the
public protests, amateur hacktivism, Modified and combat any effort to
and the occasional act of vandalism. discriminate, malign, or otherwise
Recently however, a radical splinter injure such individuals or those
group has advocated for more extreme corporations that support them. This
measures against ‘the conspiracy to de- broad mandate often leads to clashes
humanize the human race’ and is with P1, both in public and in the
under investigation for a string of shadows. The TLF is well funded by a
recent bombings at bio-mod clinics, coalition of cybernetic companies, and
attacks on augmented celebrities, and suffers from no shortage of augmented
intrusion into and destruction of recruits.
corporate property at several
corporate arcologies. In a perverse

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PART TWO: HARDWARE – SOFTWARE
Specialization Protocols and Actions – Dice Mechanics
CAPs – Equipment - Drones

2.1 SPECIALIZATION PROTOCOLS AND ACTIONS


______

‘Use the right tool for the job.’ More folksy wisdom, sure, but that’s the real secret of a
successful black ops team. Each Agent may be frighteningly capable, astonishingly
lethal, and ruthlessly efficient, but the real key is specialization.

As mentioned earlier, there are Five (5) Agent Specialization Protocols: the Ronin, the
Razor, the Splicer, the Sawbones and the Shiver, corresponding to ranged and melee
combat experts, a hacker/drone jockey, a medic, and an ultra-rare psionicist.

It is entirely possible to go heavy in a single specialty when making your team, say,
padding your crew with Ronin and turning every mission into a firefight, but as much as it
pains me to admit it, Run-n-Gun isn’t the solution to every problem. The unpredictability
and volatility of corporate black ops demand the finesse of a scalpel far more often than
the blunt force trauma of a sledgehammer.

As deadly as they are, a Ronin needs a Razor when things get up close and personal.
The hard fact is both of them would be hard pressed to infiltrate a corporate rival’s A.I.-
secured Network. A good Shiver will send chills down your enemy’s spine and give you
a particularly uncanny edge on any mission. And where would any of them be without a
Sawbones to patch them up and keep them moving?

ACTIONS AND SUCCESSES


When activated, each Agent has the potential to perform up to three (3) Actions during
their game turn. A Success is achieved by rolling a 4 or better (plus or minus modifiers)
on either a single D6, D8, or D10. A roll of less than 4 (with modifiers) is considered a
Failure and the Agent can try an action again using a different die type - so long as they
have dice types remaining in their Dice Pool. (see below)

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2.2 DICE MECHANICS
______

EXPLOIT ZERO uses four types of polyhedral dice: D4, D6, D8, and D10. The D4 Die is
used exclusively for H-SEC spawning at the game’s Arrival Locations. The D6, D8 and
D10 are used in game to determine the success of a model’s actions. For Agents, these
three dice constitute their Dice Pool. These dice are used over the course of the Agent’s
activation to attempt Actions and the Dice Pool is renewed every turn. The die types can
be used in any order the player desires, however each type can only be used once.

THE DICE POOL, ACTIONS, AND DIMINISHING POSSIBILITIES


Except for special circumstances, Agents are allowed Three (3) Actions per Phase. The
Target Number to perform an Action successfully is a 4+. To act, simply declare the
intended Action (Move, Shoot, Activate CAP, etc) select one of the die types in the Dice
Pool and try for a 4+, accounting for modifiers and penalties. Every 4+ is a Success.
Less is a Failure.

To represent the stress and diminishing possibilities in a tense, frenetic combat situation,
each Die Type can only be used once. One chance with a D10, one with a D8, and one
with a D6. That’s it. Although Specialization Protocols permit an Agent to roll two of a
given die type in certain circumstances, the Die Type can only be used once per AGENT
PHASE. In either case, once the Agent’s Dice Pool is depleted, they can no longer act
that Game Turn. This means Agents must prioritize their intended actions and allocate
whichever Die Type they feel gives them the best chance at success. Die types do not
have to be used in any particular order.

TWO DICE BONUS


Most action rolls are attempted with a single die type. However certain Agents stand a
better chance at succeeding at certain Actions, the ones linked to their Specialization
Protocol. Depending on their SP, Agents can roll TWO dice of a particular type and
choose the best result when attempting certain actions. (also known as rolling at
“Advantage”) This ‘Two Dice’ bonus also applies to activating those specific Combat
Augmentation Programs related to their area of expertise.

All this really means is that while all Agents can attempt any Action or try to activate a
CAP, a Razor is far more deadly in a Close Combat situation, and when it comes to
hijacking the Cerberus security drone that just stomped into the room, you’ll be thanking
the Dark Net loa you’ve got a decent Splicer at your side.

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To repeat: An Agent can attempt any Action or activate a CAP, but Specialization
Protocols provide bonuses when doing so.*

Bear in mind that the Two Dice bonus does not give a player an opportunity for two
successes, merely two chances to succeed at a given task. If two successes are rolled,
it merely confirms the Agent’s exceptional skills and finely calibrated augmentations.

Below is the list of Actions and their linked Specialization Protocols. Linked SPs roll
TWO dice attempting those Actions rather than the default One.

ACTION AND ASSOCIATED AGENT SP TABLE


ACTION AGENT SP
Move Base Movement Splicer, Sawbones, Shiver
Ranged Attack Ronin
Melee Attack Razor
Dodge/Defend Ronin, Razor
Activate Cyber-War CAP Splicer
Activate Combat CAP Ronin/Razor
Activate Support CAP Sawbones
Activate Psionic Ability Shiver Only
Interact (open closed door, free prisoner, NA
turn switch, use Equipment, misc)

Please note Psionic Actions/Abilities are restricted to the SHIVER class Agent. They’re a
distinct category but are included in this section because the game mechanics are
similar.
***
ACTIVATION EXAMPLE
Alarms are blaring all over the Ōkibona Dainamikku corporate campus. The Main Server
room has been infiltrated and O.D. Security forces are sweeping the grounds with orders
to terminate the intruders.
Fortunately, Agent Tanken (Ronin SP) has already retrieved the Data Cube and is
moving toward the ex-fil point, which is across one last stretch of open ground. There’s a
single H-SEC sentry drone 8” in front of her and a pair of H-SEC troopers 11” away on
her right.
Agent Tanken decides her priority is to clear a path to the exit and deals with the
immediate threat first. She selects two D10 to shoot at the drone. Normally it would only

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be one die, but the Ronin SP lets her roll two dice and pick the best result. She rolls,
hits, the drone fails its Dodge/Defend roll and collapses in a shower of sparks.
Focused on the objective, she selects the D8 for a Move action. She rolls, gets a 5 and
combines the Success with her Free Move to cross 8” of open lawn. (4” for the Move
Action, another 4” for the Free Move)
Before she goes, Agent Tanken spreads a little mayhem and uses her last dice – a D6 –
to toss a micro grenade at the pair of troopers. She can roll 2 dice here as well. (Ronin
SP) A sprint, an underhand snap, a loud Boom, and she’s home free.
**Package Retrieved**

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2.3 CAPS: COMBAT AUGMENTATION PROGRAMS
____
Agents are not merely highly trained, elite soldiers. The integration of bleeding-edge
technology makes them something far more – and somehow less – than human. Even
then, neural jacks, sub-dermal armor, reinforced bone lacing, wired nervous systems,
and enhanced senses are standard load-out for all corporate operators. It’s the CAPs
that give them the real edge.
CAPs, or Combat Augmentation Programs, are pre-installed, skill-specific pieces of
software that can be periodically activated during a mission to further increase an
Agent’s already frightening capabilities. CAP specifics are explained below, but for now
understand there are three types of CAPs: Cybernetic, Combat, and Support.
All Agents can access every type of CAP and normally an Agent would roll only one of
their selected die types when attempting to activate a CAP. However, Splicers have a
definite affinity to Cybernetic CAPs, Ronin and Razors favor Combat ones, and a
Sawbones can call on Support CAPs to aid himself and his team. When attempting to
activate a CAP linked with their SP, an Agent can roll TWO of their selected die types
instead of the standard One. Keep in mind the Two Dice bonus only offers the Agent an
extra chance at success.
COOL DOWN
Because of the intense drain on an Agent’s system, a specific CAP can only be
successfully activated once per turn. For example, an Agent may roll to activate
Adrenal Boost as many times/with whatever die types they wish, but they cannot use it
multiple times during their turn. Most CAPs are one-shot, one action effects that are
applied immediately. This Cool Down rule applies primarily to Support CAPs and
Psionics. CAPs with lasting effects such as Wired Reflexes, Dermal Armor, or Nano-
Shield are in effect for one whole game turn, during both Agent and H-Sec Activations.
This is noted in their respective descriptions below.

CAPs AND ASSOCIATED AGENT SP


CYBER/SPLICER COMBAT/RONIN SUPPORT/SAWBONES PSIONICS/SHIVER
AND RAZOR
BLACK HAT WIRED REFLEX ADRENAL BOOST PRE-COG
OVERLOAD TARGET MEDIC STAB
SYSTEM
HIJACK/RESIST DERMAL ARMOR OVERWATCH SCRAMBLE
REMOTE PILOT NANO-SHIELD SQUAD LINK BLUR

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Psionic Abilities are reserved for the Shiver class Agent only. They’re included in this
section because they operate similarly to CAPs.

CAP DESCRIPTIONS
CYBER CAPs (linked to SPLICER SP)
BLACK HAT: +2 to all subsequent rolls when attempting to hack/infiltrate H-SEC
Security or Data network. Modifier applies to all dice rolls/die types for the remainder of
Agent’s turn. See ‘Networks and Firewalls’ in Section Three.
OVERLOAD: Force shut down of cyber/electronic system, be that a Network, Drone, or
Cyborg. Overloaded system must spend one entire turn ‘rebooting’ to come back online.
HIJACK/RESIST: Assert control of Network, Drone, or Cyborg, allied or rival. Or negate
a H-SEC cyber-war attack. See ‘Networks and Firewalls’ in Section Three for details.
REMOTE PILOT: Remote piloting of Allied Drone. See Agent Drone rules in ‘Equipment’
portion of this section.

COMBAT CAPs (linked to RONIN/RAZOR SP)


WIRED REFLEX: +2 to all Melee rolls for one turn. Lasts until next activation.
TARGET SYSTEM: + 1 to Ranged Attacks that Activation. -1 to Target Defense Rolls.
DERMAL ARMOR: Defense Dice shift up by 1 and +1 to all Dodge/Defend Rolls until
next Activation.
NANO-SHIELD: A personal, stationary defense barrier. Can be placed as desired
anywhere adjacent to Agent and provides an extra D10 Defense/Dodge roll from that
angle. This barrier is in addition to regular Defense/Dodge Rolls and stacks with Terrain
modifiers. Nano-Shield lasts until it is destroyed.

SUPPORT CAPs (linked to SAWBONES SP)


ADRENAL BOOST: Provides a +4” bonus to all subsequent Movement actions for
Agent’s Activation. (So a standard 4” Move increases to 8”) The speed increase also
provides a Defense/Dodge Die Shift up by 1 when targeted by Ranged or Melee attacks
until the Agent’s next activation. (standard Defense/Dodge Die D6 shifts up to D8)
MEDIC: Activate Medical Nanites. Heals 1 Wound to Self or Ally when in Base-to-Base
contact.
OVERWATCH: Allows an Agent to Interrupt H-SEC Turn Phase with a single Action.
Agent must use same Die Type to attempt Reserved Action as was used to activate
Overwatch CAP. Also confers a +1 Bonus to Interrupt Action dice roll. Bonus die for SP-
Linked Actions applies.
SQUAD LINK: This CAP allows an Agent to pass actions to fellow squad member. The
receiving Agent must immediately attempt to perform an action with the same die type
offered when passing the action. Recipient gets bonus die for SP-Linked Actions.

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PSIONIC ABILITIES (linked/restricted to SHIVER SP)
PRE-COG: Similar to Overwatch, a 4+ Success allows the Shiver to attempt an Action
whenever an H-SEC model fails an Action roll during the subsequent H-SEC Turn
Phase. Multiple H-SEC failures mean multiple attempts. The Shiver must use the same
die type as was used to activate Pre-Cog Ability. Bonus die for SP-Linked Actions
applies.
STAB: Powerful, short range mental attack on a single organic target. Attack Range is
8” and Shiver must have line-of-sight to enemy model. The Target must roll a 4+ on a
single roll of their quality die to defend. Success means the Target immediately moves
4” away from the Shiver. Failure counts as a Wound.
SCRAMBLE: The Shiver attempts to confuse a single organic target within line-of-sight
and 18”. If the Agent’s roll is successful, the target loses their ability to activate during
their next Turn Phase.
BLUR: If successful, any Melee or Ranged attack rolls against the Shiver are at a -2
Penalty. This effect lasts until next Agent Activation Phase. Effect is cumulative with
Terrain modifiers.

To repeat: With the exception of Psionics, an Agent can attempt to activate any and all
types of CAPs in a single turn, but each type of CAP can only be successfully activated
once per Turn. Also Specialization Protocols provide bonus dice when attempting certain
ones affiliated with that SP.

2.4 EQUIPMENT
______

An Agent may be seen in public without his black leather trench coat and mirror shades,
but they feel positively naked without a silenced Skorpion EVO 17 sub-machinegun, a
Maas Biotech Cranial Neural jack, and at least one mono-edge, viral-coded Tebbit knife.
Augs are under the hood; Gear is chrome.

EQUIPMENT SLOTS
In addition to some flavor of ranged weapon, a back-up melee weapon, armor, comm-
gear, etc, Agents have Three (3) Equipment Slots. They may select one item per slot.
Small items like Micro-Grenades or Pharma-Derms can fit two to a single slot, while
large items like drones take up two slots. Equipment selections are not restricted by SP,
neither are they permanent when creating an Agent Character. (You can change gear
between missions.)

16
When prepping for a mission, Agents may kit up with any item from the Master List
below as their objectives requires. Be aware however, gear can only be changed out
between missions. What you pick for the run is what you get – so choose wisely.
Note an Agent may leave an EMPTY slot when deploying. This would allow them to add
- and use - an item recovered during a run. Should an Agent select a single use item like
grenades or Cyber-War Macro and use them up during the course of a run, this will free
a slot for any in-mission items picked up in a Supply Cache or off a fellow Agent.
EQUIPMENT LIST

There are three categories of


equipment: Cyber, Combat,
and Support. The Master Lists
and descriptions for each type
are below. Remember that
item selections are not
restricted by SP. However
there are obvious advantages
to equipping Agents with those
that are related to their
specialization.
Equipment details are listed
below but in general,
Equipment items are ‘used’ by
rolling a successful Interact
Action on any die type.

Except where noted, a Failed roll simply means the attempt to use the item was
unsuccessful and the Agent can attempt to use an item as often as needed, until they
succeed.
Note some Equipment such as Smart Ammo is considered ‘active’ for the entire game
once equipped and does not require an Action to use or deploy. Other, single-use items
like CW Macros need a successful Interact Action to be used. Finally, Agent Drones
operate semi-separately from Agents and roll separate die types for their actions.

1. CYBER GEAR
Cyber Gear is currently limited to single-use cyber-war programs also known as CW
Macros. There are Four Types of Cyber-War Macros: Gibson for Infiltrating. Banks for
Overloading. PKD for Hijack/Resist, and Morgan for Piloting.
17
Be aware, Cyber-War Macros are powerful but fickle pieces of software originally
developed to increase non-Splicer Agents’ cyber-war capabilities. Be aware, H-SEC
facilities run advanced jamming and counter-intrusion software, so the CW-Macro is
removed from the Agent’s inventory after the attempt to activate, regardless of the
Success or Failure of the roll.
To engage a CW Macro, an Agent rolls any die type as an Interact action attempt. (D6,
D8, or D10) If successful, this means the Macro is activated and for the duration of the
game, anytime the Agent engages in the Macro-related cyber action, all dice rolls are
made using the higher, D10 dice.
The Macro’s boosted die type represents the program working, not the Agent. The 2
dice roll allows for an increased chance of success rather than potential for two
successes. It is possible for an Agent to activate multiple Macros in a single game and
receive a bonus for all related cyber actions. (Infiltrate, Overload, etc)

CYBER-WAR MACROS
PROGRAM TYPE PROGRAM DESCRIPTION
GIBSON MACRO 2 D10s to Infiltrate H-SEC Networks. Bonus lasts Duration of
Game
BANKS MACRO 2 D10s to Overload Opponent System. Effect lasts duration of
Game
PKD MACRO 2 D10s to Hijack/Resist. Effect lasts Duration of Game
MORGAN MACRO 2 D10s to Pilot Allied Drone. Effect lasts Duration of Game

2. COMBAT GEAR
There are currently three Combat Gear items: Smart Ammo, Mono-Filament Blades,
and Micro-Grenades. Smart Ammo and Mono-filament Blades are straightforward items
and are explained in the Equipment List below. They are equipped for the duration of the
mission and do not run out.
MICRO-GRENADES
Micro-Grenades are classed as a Single-Use, Ranged Attack Weapon. Because of their
size, you can equip two per Equipment Slot. ‘Using’ a Grenade is a Ranged Attack
Action and Ronin Agents may apply their SP-related Two Dice Bonus. This is an
exception to the one-die action attempt for Equipment use. Remember the Two Dice
Bonus grants two chances for Success; a single grenade cannot explode twice.
Micro-Grenades come in four types: Frag, EMP, Flash Bang and Smoke. Range for
throwing grenades is 12”. The attacker must declare a specific spot or model as the
target/center of the blast. Use a 5” Large Blast Template to mark the area of effect for
18
the grenade. Any model touched by the template must roll to Dodge/Defend. (Even
Friendly models) Failed Dodge/Defend models are affected/suffer damage. Any
unsuccessful throws are considered to have been deflected. See ‘Grenade Effects’
below to determine new location.
Micro-Grenades are single use items and are removed from the player’s inventory after
use regardless of the attack’s success or failure.

THE FINER POINTS OF HAND GRENADES


Quick points on throwing grenades: Although considered a Ranged Attack,
Grenades do not necessarily require Line-of-Sight to be used. They may be
thrown indirectly at a concealed enemy but suffer a -1 penalty to the Attack Roll.
That’s great news for an agent with grenades. However, if the intended target is
out-of-sight on the opposite side of a piece of terrain like a ferro-crete wall or a
‘Hong’s Happy Noodle’ van, the attacker must be the same distance or less
from the same terrain item. In other words, a thrown grenade cannot abruptly
drop out of its arc in mid-flight. So if an enemy is within 1” of a low wall, the
grenade thrower must be within 1” on the opposite side to lob it over.
Lastly, terrain features can effect or even block a grenade blast. Any low wall or
low solid obstacle (3/4 the size of the model or less) grants the Defender a +1
bonus to their Dodge and Defend roll. Any high wall (model size of greater)
completely blocks the blast effect.
If a Ranged Attack with a grenade is ‘missed’, roll a single D8 to determine the
new detonation point.
The arrow face shows the direction of the deviation, half the number shown
(rounded up) shows the distance from the original intended target point. Place
the Blast Template at the new location and determine any damage or effects.

COMBAT GEAR LIST


COMBAT GEAR DESCRIPTION
Smart Ammo Gives +1 to Ranged Attack Roll -1 to Target Dodge Roll
Mono-Filament Melee Target suffers -2 Penalty to Defense Roll.
Blade
Micro-Grenades Frag (-2 to Organic Target’s D/D Roll)
(2/Slot) EMP(-2 to Drone/Robotic Target D/D Roll)
Flash Bang (All targets in Blast Radius that failed their DD Roll
are considered Stunned and lose their next Turn.)
Smoke Grenade: Large Blast Template placed as desired. Blocks
line of sight/line of fire for two full turns.

19
3. SUPPORT GEAR
There are two types of Support Gear: Drugs and Drones. (The 22nd Century’s upgraded,
updated version of D&D)

DRUGS
Also called Pharma-Derms, these are massive doses of combat drugs applied directly to
the user via dermal patches. Because of their size, you can equip two per Equipment
Slot. These ‘Slap Patches’ are optimized for rapid absorption and can only be used once
per game. Application requires a single successful Interact roll. A Failed roll means
Agent fumbled the patch and may try again. Drug effects are applied immediately.
Multiple and different kinds of Slap Patches can be applied in the same turn, however
side effects roll over to following turns. So applying Hyper Space and Neo in the same
turn would cause the Agent to Crash the following TWO turns

PHARMA-DERM LIST
DRUG BENEFIT SIDE EFFECT
HYPER Any/all remaining Actions/Dice replaced CRASH. Next Turn Agent
SPACE by 3 D8s can only use Free Move
and 1 D6
NEO Cyber Affinity. 2D10 to activate any/all CRASH. Next Turn Agent
CAP the remainder of the same turn. can only use Free Move
and 1 D6
MCCOY Heals 2 Wounds on self. Roll 2D10 if NONE
healing ally, heals two wounds if both 4+.

“Organizations, whether they are nonprofits or enterprise,


need to be aware that nation-states are coming after them
for political espionage, economic espionage, or
destructive attacks.”
- Dmitri Alperovitch

20
2.5 DRONES, ROBOTS, AND ASSORTED SYNTHETIC FRIENDS
______

In a small-action skirmish game like EXPLOIT ZERO , ‘drone’ is the catch all term for
any remote controlled robotic device, be that the surveillance, medical, or combat series.

HOSTILE DRONES V. AGENT DRONES


Hostile Security Drones come in three types - D6, D8, and D10 – and follow the
standard Die Type/Number of Activations rules for Hostile Security Forces. See the
Section Four for details on H-SEC Security.

Agent Drones are handled differently. Although represented with a physical model, they
are considered a piece of Equipment. They occupy Two Equipment Slots when kitting
out your Agent and must remain within 1” of their user until activated. Drone models
provide no Movement benefit or hindrance and are not counted as cover or terrain.

Agent Drones must be activated with a successful Pilot CAP roll. (The SP-related Two
Dice Bonus applies) Once activated, the Agent can then ‘use’ the Drone – i.e. transfer
actions - for as long as pilot desires, or until the remote-control link is broken. Due to the
frantic nature of combat, an Agent can only pilot one Drone at a time.

DRONE LINK
After an Agent makes a successful Pilot CAP roll, the Agent is said to be ‘linked’ and can
transfer their actions to the Drone on a one-to-one basis. The Agent does not have to
roll dice for the ‘transfers’; they are simply declared. Note that the standard Die Type

21
rules still apply to the Agent-Pilot for their own actions, but the linked Drone will always
rolls a D8 when attempting its actions. This Drone link is made via encrypted tight beam
signals. As such, the piloting Agent must be within 18” of the drone to retain control. Line
of Sight is not necessary.
Even though the Pilot Link carries over from turn to turn as long as the Agent desires,
the only action an Agent-Pilot can perform without breaking the link with the Drone is the
Free Move/Move. Regular Die type rules still apply to the Agent/Pilot’s own actions when
linked. Any Damage from combat, Dodge/Defense Roll, or Agent Injury will sever the
drone link and control must be reestablished with a new Pilot CAP roll.
DRONE ACTIONS
When Activated, an Agent Drone uses a single D8 for all action rolls. However, to
represent a drone’s increased speed and efficiency, a single successful D8 roll gives the
active drone several options:
1. The Drone can move 8”.
2. The Drone can move 4” and perform one action.
3. The Drone can remain stationary and perform two actions.
Actions include Attack, (Ranged or Melee at 1 D8 per weapon installed) Apply MedKit or
Slap Patch, or use a CW-Macro.

SMALL TARGET
Agent drones tend to be small and fast. As such, ranged and melee attack rolls against
them suffer a -1 penalty. This is on top of regular Terrain modifiers. This benefit does not
apply to large chassis drones. (1/2 the size of Agent figure or larger.)

DRONE CONFIGURATION
Each Drone has two (2) Hardpoints. A single Hardpoint Pod can be installed in each
location. Drone load-out is configured by the individual Agent according to the specs of
the mission. This provides the Agent with a variety of tactical options. The Drone
Hardpoint Pod List is below.

HARDPOINT POD DESCRIPTION


Weapon Pod- Ranged or Melee Allows 1 D8 attack roll per weapon per
action.
Felix the Cat Magic Bag A Magic Bag is the equivalent of any Two
of the following items: Micro-Grenades,
Pharma-Derms, CW Macros.
Countermeasures Pod “Hacker’s Pet”. Always Active. Provides +1
bonus to all cyber-related rolls for the
entire team until destroyed.
22
This means a drone can be outfitted for Combat, Support, Cyber-War or any
combination of the three.
For example: a Drone with two Ranged weapons can roll 2 D8 when making a single
Ranged Attack. (one for each Hardpoint weapon) The same applies to a Drone
equipped with two Melee weapons in close combat. A Drone could also carry one
Weapon and a Magic Bag with Pharma-Derms. (Or CW-Macros, or Slap-Patches…)
Agents may face a mission where a super Hacker’s Pet (with two Countermeasures
Pods, granting a +2 Bonus to everyone’s Cyber-related rolls) would be immensely
useful.
It’s your call, Agent. You know you can’t predict the future but you better be prepared for
anything.

23
PART THREE: WET WORK
Turn Sequence - Movement – Combat – Terrain - Hacking

A NIGHT ON THE TOWN


A loud and crowded Bratva-run night club, a Black Site for military clones, a Triad drug
lab… the combat zones in EXPLOIT ZERO are as limitless and wild as your
imagination.

Your team could be skulking through a corporation’s manicured campus one night and in
a desperate firefight on rain-lashed ocean docks the next.

Whether you’re navigating a tight maze of filthy alleys deep in LNK, or strolling the
impeccable estates in the Upper City, you and your team has to be ready to do whatever
it takes to finish the mission

3.1 TURN SEQUENCE


______

EXPLOIT ZERO is an IGO-UGO game with one side moving and resolving all their units’
actions, then passing the initiative to the opposing side. Before you groan, remember
this is a cooperative game, so you and all your friends have to fight over who activates in
what order.

A full Game Turn is divided into two phases: the AGENT PHASE and the H-SEC
PHASE. (Hostile Security) The Game continues turn by turn until one side achieves the
Mission Objectives or the Turn Limit is reached.

Agents always act first, deploying in the mission starting positions and taking their first
actions. Once they have finished, the H-SEC PHASE begins.

A full explanation of H-SEC Deployment is in Section 4, but in brief, Hostile Security


forces will arrive - or ‘spawn’ - in the Mission Area from one of four Arrival Locations.
(see map below) H-SEC Arrival Locations are numbered and determined by D4 rolls.

In the very first H-SEC Phase, these ‘spawning’ rolls will occur right away, with the
arriving forces immediately moving to cover and preparing to engage the Agents in the

24
next Game Turn. After they have spawned and moved, the first Game Turn ends and
initiative passes back to the Agents.

In every subsequent H-SEC Phase, existing on-board Hostile Security forces will
engage the Agents before the next wave arrives with new spawning/arrival location
rolls. Once all H-SEC models have acted/attempted to act, only then are the H-SEC
Arrival Location rolls made and new H-SEC units appear. These new units can
immediately Free Move to cover and prepare for the next game turn.

Once both the Agents and the Hostile Security forces have activated all their models, the
game turn is over and the cycle starts again.

TURN LIMIT
Most EXPLOIT ZERO games are limited to six (6) turns on a 3’ x 3’ playing area. This is
intentionally tight as it gives Agents time to accomplish their objectives but forces them
to stay focused, keep on the move and make tactical choices. For larger games with
more players or a larger mission area, feel free to bump the Turn Limit to eight. Or even
ten if the mission has multi-stage objectives and a large team of Agents.

AGENT ACTIONS
During the AGENT PHASE, the Agent team can activate models in any order they deem
necessary. Once an Agent is Activated however, it must resolve all its actions before
another Agent is eligible to act. Remember, in the case of linked SPs, rolling two dice
merely gives the Agent a greater probability of success, not a chance at two successes.

3.2 MOVEMENT
______

AGENT FREE MOVE AND MOVE ACTIONS


All Agents have a Base Movement of 4” and are given One (1) ‘Free Move’ action per
Turn. This Free Move is not part of the Agent’s Three Actions/Dice Pool. The Free Move
can be taken any time during the Agent’s activation. However, any further Movement
Action must be attempted with an Action attempt roll from the Dice Pool.

Models do not have to move in a straight line. All Movement measurements start from
the front of the model’s base and end at the rear of the model’s base. This does provide
an additional base width to the movement. It also cuts down on arguments.

25
Climbing ladders or stairs is done at standard Movement rate. Models can scale vertical
surfaces at ½ Movement rate, or 2” per Move Action.

Crossing a low terrain item like a wall, stack of crates, or going through an open window
can be done at the cost of 1” of movement per obstacle.

3.3 COMBAT
______

COMBAT
In EXPLOIT ZERO, Combat – Ranged or Melee – is simple and straightforward. The
Attacker declares a target, checks the range and Line of Sight, selects a Die Type for
their Attack Action, and rolls, hoping for a Success of 4+. Take any and all modifiers
(CAPS, Terrain, Smart Ammo…) into account. Modifiers are applied to the Dice roll. Any
result less than 4, after modifiers, is a Miss. 4+ is a Hit. That’s it.
If the Attack roll is Successful (4+, after modifiers) then the Defender will roll the
appropriate Die Type to Dodge/Defend. If the Defender roll is Successful (4+, including
26
modifiers) then the hit has blocked/deflected. If the Doge/Defend roll is unsuccessful, the
target has been Wounded. H-Sec models have one Wound each. Agent models have
several. More on that below.

RANGED AND MELEE


In EXPLOIT ZERO , all Ranged Weapons fall into the broad category of ‘Small Arms’,
meaning Pistols, Shotguns, Sub-machineguns and the like. Because the game focuses
on Dark Ops and Close Quarter combat in confined areas - office buildings, built up
urban sprawl, secret research facilities, etc - all Ranged Weapons have a ‘split-second-
decision, chaotic-firefight’ effective range of 18” or less. Thrown ranged weapons, mono-
edge shuriken, throwing knives, micro-grenades, etc, have a maximum range of 12”.

Melee Combat can only occur when models are in Base-to-Base contact. It is resolved
following the same procedure as above.
When facing multiple opponents in Melee, the attacker must select one as the initial
target and roll hoping for a 4+ (+/- modifiers) success as normal. Thereafter, there is a
cumulative -1 Penalty to the Attack Roll for every opponent after the first. The Melee
attacker may continue to attack so long as they have Actions and Dice remaining in their
Dice Pool. This Multiple Opponent Penalty applies to every roll.

An Agent may disengage from Melee on their turn with any successful Move Action.
However, any and all H-SEC models in base-to-base will get one Free Attack each.
H-SEC will roll their Quality die and the Agent will roll to Dodge Defend per the rules in
the previous paragraph.

Shooting into Melee is a bad idea and discouraged. If a player insists, roll a D6 for every
Hit. On a 4+ the hit is applied to the intended target. Less than 4, the Hit is applied to the
friendly Agent. Subtract 1 from the die roll for every H-SEC model in the melee scrum
after the first.

AGENT DEFAULT DEFENSE DIE


When Performing a Dodge/Defend roll against an H-SEC attack, the Agents’ Default Die
Type is D6. This die type can be shifted up in game with the use of CAPS, combat
drugs, or special circumstances, but in general, when the run goes sour and the lead
starts flying, your Agent stands a roughly 50/50 chance of staying out of its way. Note
the Razor and Ronin 2 dice bonus for linked SP still applies

WOUNDS
While H-SEC units only have one Wound, Agents can take three (3) Wounds and still
function. Yes, three.

27
Every successful hit that was not Dodged/Defended is a wound. Wounds have a
cumulative effect on the availability of Die Types and the Number of Actions. This means
an Agent’s capabilities are increasingly degraded by damage, unless they are healed
either by a fellow team mate or by activating the MEDIC CAP themselves. The Agent
Injuries and Actions effects breakdown is below.

AGENT INJURIES AND ACTIONS


0 wounds = All die types and 3 Actions
1 wound = no D10 and 2 Actions at D8 and D6.
2 wounds = no D8 and 1 Action at D6
3 wounds = Free Move only.
4 wounds = DEAD. Time to check the Dark Net for a new recruit.

3.4 TERRAIN
______

Terrain in EXPLOIT ZERO serves three purposes: the first is aesthetic. (because
there’s nothing quite like a cool cyberpunk table set up) The second is to block and or
alter a model’s Line-of-Sight and Movement ability. The third, related, purpose is to
serve as cover once the shooting starts.

There are three types of cover: Obstruction, Light, and Hard.

Obstructions are intervening items that obscure but do not completely block the
attacker’s line of sight/line of fire. A low Police barrier, for example. Light Cover is items
like wood fences, glass signs, boxes, and refuse. Hard Cover is metal and concrete
items like garbage dumpsters, vehicles, and jersey barriers. The terrain modifiers are
penalties subtracted from the attacker’s roll and the Dodge/Defend bonuses are added
to the defender’s roll.

TERRAIN MODIFIERS
Obstruction: -2 to Attack Roll. Cumulative with each Obstruction and Cover.
Light Cover: -2 to Attack Roll and +1 to Dodge/Defend Roll
Heavy Cover: -2 to Attack Roll and + 2 to Dodge/Defend Roll

28
3.5 HACKING
______

THE CYBER LANDSCAPE: NETWORKS AND FIREWALLS.


While a definite part, and some might even argue the critical dimension of modern
espionage and combat operations, electronic and cyber-warfare in EXPLOIT ZERO is
restricted to in-game tactical applications. This means things like bypassing a target
facility’s alarm system, hacking their Data Network, or overriding H-SEC Drones.
Any Agent may attempt to hack any enemy network, system, or droid. (Be sure to give
Splicers their Two Dice Bonus per their SP affinity.) Hacking is performed via accessing
the secure wireless networks in the small mission area. As such, there is no Range or
Line-of-Sight required so long as the Agent is active and able to perform Actions.
All H-SEC cyber-systems have security ratings ranging from 1 – 3. The higher the rating,
the more difficult it is to penetrate. H-SEC System Security ratings are negative
modifiers to any Agent cyber-intrusion roll, be that infiltrate, overload, hijack, etc.
A locked door in a corporate rival’s facility would have Security 1, a weapons locker
would have Security 2, and a secure server Security 3. Apply as is appropriate to the
scenario. Note that in game terms, civilian networks or system is considered 0 rated and
can be hacked at a straight 4+ success.
While this usually won’t come into play, note that all Agent cybernetics, augmentations
and implants are military-grade shielded and protected by Level Three Firewalls. This
information is provided in the event your team comes up against an H-SEC Agent who
will use anything and everything to get the upper hand.
Examples of H-SEC Security Rated Systems
Security Level 1 Security Level 2 Security Level 3
Office Door Restricted Area Access Top Secret Area
Company Weapon Locker Secure Server
Automobile/Truck
Cubicle Workstation Executive Workstation Encrypted Corporate
Comms
Personal Datapad VIP Safe Research/Military Lab
H-SEC Drones have built-in firewalls to deter cyber-war attacks. The Security Rating is
linked to their Quality, with D6 H-SEC drones equipped with Security 1, D8 Security
Rating 2, and D10 Security Rating 3. Again, these are penalties - negative modifiers - to
the Hacker’s cyber-war dice roll.

29
30
PART FOUR: DARK OPS
H-SEC Forces - Game Set-up – Intro Mission: Seraph Protocol

4.1 H-SEC FORCES


______

AN ESCALATING RESPONSE
Rent-a-Cops, Rapid Response Units, Automated Turrets, Autonomous Gun Drones… H-
SEC forces are not as detailed as player characters. Unlike Agents, their capabilities are
limited, they don’t have Specialization Protocols or CAPs. Their ability to act is restricted
according to their level of training as well. Sounds like a cakewalk, right? The problem is
there are a lot of them and they just keep coming. Plus, the longer the mission takes, the
higher the quality of the responding units.
H-SEC forces are classed by Die Types: D6 H-SEC, D8 H-SEC, and D10 H-SEC. This
identifies both their die types used for in-game Actions as well as the number of Actions
allowed: 1 Action for D6, 2 Actions for D8, and 3 Actions for D10 types, respectively. H-
SEC forces resolve their Actions the same as Agents, hoping for a success of 4+ on the
relevant Die Type, plus or minus any relevant modifiers.
D6 forces are straightforward Tier 1 Security: simple, pre-programmed drones and
Rent-a-Cops. Free Move of 4” plus one action per turn using a D6.
D8 opponents are Tier 2. Now we’re talking Armed Response/SWAT backed by heavy,
semi-autonomous drones. Free Move of 4” plus two actions per turn using D8s.
D10 H-SEC are Tier 3 Elites. Cyborgs, Kevlar Body Armor, Fully Autonomous Drones.
Free Move of 4” plus three actions per turn using D10s. They’re a real headache.
Important Note: All H-SEC forces use their Quality Die for their Dodge/Defend rolls.
Enemy Drones of all levels also come equipped with System Security: Level 1 for D6,
Level 2 for D8, and Level 3 for D10. Any cyber-war rolls to interfere or infiltrate their
systems are subject to negative modifiers at the appropriate rating.
ENEMY AGENTS
Let’s hope you don’t run into any. Enemy Agents are statted like the Player Character
Agents. While not on the default H-SEC list, if you really want a challenge, create an
Agent you’d love to play – then make them an H-SEC unit. Have them start either on the
table or roll a D6 and have them show up on that turn’s H-SEC phase in addition to the
regular wave of reinforcements.

31
H-SEC TACTICS AND TRAINING.
In EXPLOIT ZERO, players work together against the table. The H-SEC forces are there
to stop you. Period. Trained, determined, focused when deployed, they follow four basic
rules:
1. Engage the Nearest Visible Enemy
2. Use Cover whenever possible.
3. Keep Attacking until either they or you are dead.
4. Prevent Agents from achieving their Objective.
H-SEC MEANS
HOSTILE
SECURITY

The best way to get


a genuinely
challenging game of
EXPLOIT ZERO is
to play the H-SEC
forces intelligently,
fairly, and
aggressively.

Follow the Four


Basic Rules above,
move and roll to win
when you’re
controlling them and
I pretty much
guarantee you’ll
have a much more
memorable and
exciting run.

OPTIONAL H-SEC PLAYER


Players can designate someone to move, roll and control the H-SEC team. In this case,
the addition of Enemy Agents makes this role much more interesting. Alternately,
players can take turns operating the H-SEC forces. Whichever you decide, players
should respect the intent of the game and play the H-SEC aggressively, following the
four basic rules above.

32
4.2 GAME SET UP
______

DEPLOYMENT LINE AND H-SEC ARRIVAL LOCATIONS


When setting up the Game Area, designate one edge as the Agent Deployment Zone.
Agents start on that line. On the three remaining edges place Four (4) Tokens or Chits to
mark the H-SEC Arrival Locations. At least one Arrival Location should be on the
opposite side of the board. H-Sec forces should arrive at appropriate points that would
reasonably allow them to enter the area and intercept the Agents. (i.e. in a hall, not a
broom closet. A side street, not in a building.) Arrival Locations should not be within 6” of
each other, and they cannot be within 12” of the Agent Deployment Zone.
Once the Arrival Locations tokens are placed, mark them 1 through 4. The designation
remains for the duration of the game and is tied to the D4 H-SEC spawning rolls.
At the beginning of the first H-SEC Phase, and then at the conclusion of every
subsequent H-SEC phase, roll a D4 two times. Note the result, then consult the Table
below and place the appropriate number of miniatures in the similarly designated
numbered location. If you are playing with more than four Agents or on a larger area,
increase the number of troops spawning at each Arrival Location by one.
Notice the quantity and quality of the H-SEC forces varies and increases by Turn.
Remember the H-SEC forces get a Free Move toward/into the nearest cover when
deploying. Spawning H-SEC units always prepare to engage the Agents on the following
turn. For an added challenge in games with more than 6 Turns, repeat H-SEC
deployments from turn 5 and 6 until finished. (Or add an Enemy AGENT at each rolled
location)

H-SEC RESPONSE TABLE

TURN H-SEC QUALITY


1 D6 2 per Access Point
2 D6 3 per Access Point
3 D8 2 Per Access Point
4 D8 3 per Access Point
5 D10 2 per Access Point
6 D10 3 Per Access Point

33
LAST DITCH EFFORT
On the final turn of the game, H-SEC forces may spawn at their arrival locations, take
their Free Move, and attempt their Actions that same turn in one last effort to thwart the
Agent’s Mission. Agents need to stay vigilant to the very end because it ain’t over ‘til it’s
over.

Quick Note about H-SEC miniatures: I highly recommend you use similar types of
figures with a common paint scheme to represent each type of H-SEC security.
For example, we use Reaper Bones Nova Corp troopers as our first and second
wave D6 troops. Dream Pod 9 Heavy Gear Caprice figs make excellent security
drones and come in different configurations. You could also use standard
uniformed police to start then bump it up to SWAT troopers for Tier 2 D8s. Work
with what you’ve got and what you like. Keep it clear and consistent to minimize
confusion and disagreements among the players. If anything, this will give you an
excuse to get that set of troopers or robots or Spec Ops you’ve been eyeing for a
while.
HEIGHTENED THREAT LEVEL (OPTIONAL)
For a more dangerous game, have a small group of H-SEC forces deployed around the
mission area from the start, say 2 – 4, D6 H-SEC troopers. (They can be higher Quality
if you want) This pre-deployed H-SEC force may be a NKPD patrol, a VIP’s Security
Detail, or a criminal gang trying to muscle in on new turf. They can be stationed around
an Objective, at one or more Arrival Locations, or passing through on a predetermined
path, whatever makes the most sense in your game’s background or mission setting.
The only rule here is pre-deployed H-SEC models can’t set up within 12” of the Agent’s
Deployment line.

H-SEC PLAYER (OPTIONAL)


EXPLOIT ZERO is intended for cooperative or solo play against the simple Hostile
Security A.I. That said I want to repeat that there’s nothing to stop players from having
someone control and roll the H-SEC forces. For a real challenge, have the H-SEC player
make two or more enemy Agents, one of which will start the game on the table
anywhere more than 12” from the Agent Deployment Zone. The others will show up
along with regular H-SEC forces during random turns at one of the Arrival Locations.
Brace yourself though – this will add a real challenge to your mission.

34
TYPICAL MISSION AREA SET UP

Deployment and Exit Areas Noted

Numbered Circles = H=SEC Arrival Locations

Funny Shapes = Buildings, Vehicles. Scatter Terrain

35
4.3 INTRO MISSION: THE SERAPH PROTOCOL
_____
To familiarize you with the New Kowloon tactical environment as well as your team’s
distinct capabilities, the Executive Committee has provided you with your first mission.

Code named ‘The Seraph Protocol’, this is a straightforward Retrieval: move in, secure
the VIP, eliminate any hostile forces, and exit the area with the asset unharmed.

36
Be advised the Mr. Van Dorn’s current employer has provided him with a personal
security detail as well as a corporate-grade Cortical Implant, complete with Bio-
Monitoring system, GPS locater, and a tiny, remote-detonated, EPX-1 explosive capsule
should circumstances dictate the need for ‘extreme redaction.’
________

The flatscreen showed a VTOL pad, an oval cleft on a corporate black-glass cliff with a sharp
little Lear sub-orbital poised for take-off.
Omar Patek didn't bother with the text in the pop-up: the building's sleek lines screamed New
Kowloon as loud as Cantonese holo-porn or a salary-man's nanite grafts. He'd verify specifics in a
minute. Geography wasn’t critical; the four men were the priority.
One man actually. The Suit in the middle.
He walked with the nonchalance of someone accustomed to being in the center. The other
three moved in sharp jabs, chunked by body armor, bristling with stubby automatic weapons. Guard
dogs.
Omar tapped a button and his drone's camera zoomed in on the suit. He read the pop-up this
time, then heaved away from the screen with a sigh. "Why are we still on Van Dorn? I thought Algion
Limited was the better lead."
McNevin leaned over from the adjacent station. "Upstairs is convinced Van Dorn’s Macau lab
is cooking more than antibiotics."
"The increased air traffic was put down to the viral-strike in Bogota. Twenty-thousand infected,
Columbia's emergency services were screaming bloody murder. Which it was. Van Dorn’s pharma-labs
were part of the relief effort.
"The Red Queen hacked Macau's Procurements and found orders for Oxiprenyx."
"So?"
"Thirty-seven orders over the last six months, from multiple sources. None of them individually
worth flagging, but added up, we're talking hundreds of liters."
Patek whistled.
"Right?" McNevin agreed. "So either their drinking the stuff, or..."
"Or they're still trying to develop Cerebreflex."
"Exactly." McNevin pointed to the screen. "Which is why you're babysitting Domenic Van Dorn
and his goon squad tonight."
On screen, the Lear arced into the sky, thrusters flaring. Patek ordered his drone to follow.
"Lucky me."
"Lucky you."
Another flurry of buttons. "Hey," Patek called over his shoulder. "That was Pacific Centuries
they just left."
"I know," McNevin said smugly. "Another reason to watch him."
Omar Patek fired off a new set of commands to the drone. "That I can do."
His UAV was an older model Raytheon Shrike. Big compared to the latest surveillance models,
but he'd opted to keep it. He'd had good luck with it, it was reliable, had a decent stealth package. Hell,
it was even armed. Little five millimeter automatic, but it could sting up close. Certainly enough
machine to shadow Monsieur Van Dorn around the hemisphere tonight.
Omar settled into his chair and what he hoped would be an uneventful shift.

37
Twenty-seven seconds later, the Lear's port engine blew. The image wobbled as the transport
shuddered into an emergency descent.
"Qù nǐ mā de!"
"The feck just happened?"McNevin demanded.
"Explosion in the jet."
"Bad?"
"Mid-air explosions are always bad, right?" Omar's fingers blurred on his keypad, the onscreen
image lurched to huge. The Van Dorn Pharmaceuticals logo glinted large on the tail fin. Flames licked
the jet's underside, inky black smoke leaking from a rent in the engine cowling. "It's still flying. But not
for long." He turned to McNevin. "I take it that wasn't us, then?"
His supervisor shook his head. "I'm calling upstairs." He flinched at a painful thought. "Van
Dorn still alive?"
Omar shook his head impatiently. "Hell if I know. You didn't get me a splice on his Chip. The
Lear should automatically notify China Air Traffic. I'll tap the On-Boards." He waved up a second
screen at his workstation.
"Can you at least tell me where he's going to land?"
"Land? No. Hit dirt - probably. Gimme a second."
McNevin turned away, muttering urgently into his headset while Omar and his computer best-
guessed where the Lear would lend up.
If the explosion hadn't effected the pilot A.I. If the jet didn't lose pieces mid-air. If there wasn't
another explosion. If, if, if...
McNevin was loud now. "Best estimate puts him in..." He paused, covered his throat mike and
looked at Omar expectantly.
"West side of Guangzhou HIZ." He swiped new data over to his supervisor's station.
"Guangzhou High-tech Industrial Zone." Another pause as McNevin scanned his screens. "No
Ma'am, damage is severe but confined to one engine. All passengers are reported safe and secure. I'll
alert Emergency Services just in case." McNevin blinked. "Yes Ma'am, I'm on it."
The call cut and McNevin turned back to Omar. "Van Dorn just jumped to the head to the
queue. Seraph Protocol. Direct Intervention authorized. Upstairs wants to make sure he’s out of
imminent danger."
Omar stared at his screen. “Too late.”
The Shrike was trailing the jet by a kilometer now. It was falling fast but stabilized. “So Her
Highness believes this wasn’t an accident?"
"Shit, no. Suspicion is her worldview. Plus you know the redundancies on those things."
"A failed hit?"
"The Lear's diagnostics show a mechanical failure in one engine. You want dead, blow the
whole thing. Go big or go home. Someone sending a warning?"
Omar brought his Shrike’s stealth suite to full power and concentrated on closing with the jet.
He'd need eyes on Van Dorn the moment the plane touched dirt. "Plenty of other ways to send that
message. Even photos of his family are more subtle. Less traceable."
"Good point," McNevin ceded. "Forced landing?"
Omar glanced over. "If Macau really is working on Cerebreflex ..."
"Guangzhou is isolated. Huge sections are automated. So not a lot of people - especially this
time of day."
"Sounds like a lovely spot to snatch a sketchy pharma researcher," Omar noted.

38
McNevin frowned, waved up his comms screen. "I'll call down to Special Branch. Dispatch a
team."
Omar raised an eyebrow. "You know Van Dorn has a Cortical Implant, right? Better be a very
special team in the ready room."
McNevin watched the call connect. "Hal Nakada’s crew is on tonight. Suliya Kova is the team
Razor."
"Well, day-um,” Omar said.”There's a pair not to feck with."
"Exactly."
Nakada picked up on the second ping.
"We have a problem," McNevin started.
***

THE SERAPH PROTOCOL MISSION

TABLE SET UP: Crowded Urban. Light Industrial Sprawl.


Place Dominic Van Dorn in the center with two body guards. (D6 quality) If you have a
suitable model for a shuttle or crash pod, place that on one of the corners.
Designate one table edge as the Agent Deployment. Have Two H-SEC Arrival Locations
on the opposite edge and One on either flank. Place the Agent Exit on the game edge
opposite the Agent Deployment Zone, in between, but 6” from either H-SEC Arrival
Location. Per the rules, Agents move first.
TABLE SIZE AND GAME TURNS: 36” x 36” = 6 Turns. Larger Area = 8 Turns.
RECOMMENDED TEAM SIZE: Minimum of 4 Agents.
HEADS UP: Your team is to extract a rival gene-tech researcher named Dominic Van
Dorn from the crash area. However, the target has been implanted with a GPS-triggered
cortex bomb. Bring a Splicer and make sure it’s deactivated before you haul Van Dorn
off an exit edge. Otherwise, the mission is a failure.
Note: once Mr. Van Dorn’s guards are dealt with, he will submit to Agent control. (He
can make 3 Free Moves per turn so long as there is an Agent within 3” and LOS.) Mr.
Van Dorn is wearing D8 level nano-fiber armor but all incoming H-SEC will concentrate
fire on the Agents and will not overtly attempt to harm him in any way.
MULTI-STAGE OBJECTIVES: 1. Incapacitate Van Dorn’s guards. 2. Deactivate his
Cortical Implant. 3. Get the Asset out of the danger zone before the time limit.

Good Luck.

39
“Revolutionaries who come to power by force of arms usually
have great crimes in their background. Leaders who survive
campaigns by great powers to destroy them do not survive
because they observe the niceties of law. Subversives who
shape world events by covert action and violence work in
shadows and detest the light of day.”
- Stephen Kinzer

40
PART FIVE: MERGERS AND
ACQUISITIONS
Intentions – Mission Starters - The Fine Print

5.1 INTENTIONS
______

Cool miniatures, terrain, dice, measuring tape, a few glass stones for markers, maybe a
laser pointer… you’ve got all the ingredients. You found just the right Agent miniatures,
selected a Specialization Protocol for each one, and made a note of their Two Die
Bonus for SP-related Actions and CAPs. Then you rummaged through the Equipment
lockers and picked three items that will come in handy on your next mission. If you need
help, there’s a Sample Agent in the next section and blank Agent Stat sheets at the back
of the book. You set up your favorite, gritty, urban cyberpunk terrain but now what?
Where to next?

WORLDS, STORIES, FIREFIGHTS


Odd as this may sound, the motivation for EXPLOIT ZERO is tactical, cooperative
story telling; you and your friends create a BladeRunner, Neuromancer, Snowcrash,
Deus-Ex, Altered Carbon, Akira- style world where your Agents work together in the face
of near-impossible odds – whether that’s to save the planet from an evil megacorp or
simply collect a paycheck and make it another day in the future’s mean streets. For me,
story, aka ‘narrative wargaming’, is what flavors the experience, engages the players,
and elevates the game above a dry, clinical competition that just happens to use military
miniatures.

EXPLOIT ZERO is also a quick pick up game. It’s a set of rules you can fall back on
when you’re pressed for time and want something fast and fun. It’s ‘miniature-agnostic’
as the cool kids say these days. Looking over that motley assortment of random SF
miniatures you’ve accumulated over the years and wondering what to do with them? I
say make a team and kidnap that Executive. Pick your favorite miniatures, stat out some
Agents and get it done.

41
Finally, EXPLOIT ZERO is a cooperative game. Forget the Rules Lawyers, the
Min/Max Point Counters, the latest ‘Must-Have’ ridiculously overpowered (and
expensive) Hero miniature, and especially the Brittle Egos that have to crush their
opponents at all costs… You’re on the same side in this fight.

5.2 MISSIONS STARTERS


______

Try a couple ‘Data Theft’ games first: your team is in possession of a stolen data file and
has to run the gauntlet from one edge to the opposite side. Use any terrain you like and
have on hand. Once you’ve mastered combat, movement, and basic H-SEC
deployment, spice up the missions by adding steps; small but vital tasks you need to
accomplish in order to reach or achieve the main objective.

MISSIONS
Let’s say you’re after restricted financial data or a prototype AI. Maybe your team is
escorting a defecting human asset to a safe house or protecting a VIP during a
conference on Next-Gen Nanotech. Whether you’re splicing into a Media-Glom’s fiber
optic cable hub, defending a helipad at a secret Research Lab or assassinating a rival
CFO, most Corporate Dark Ops are variations on three basic themes: steal something,
protect something, break something.

Some of our games are straightforward: get the Data Chip across the table. Others are
more complex: first, break in the facility, then infiltrate the network to disable the bio-
metric locks to the server room, and finally download the data before the system can
reboot.

Loot-N-Scoot is fun but we’ve found every type of Agent is valuable and useful in multi-
stage, successive objective games. I have every confidence you can come up with your
own missions and back stories, but here a few starters to get the wheels of your
imagination turning.

42
1. “EXPEDITED DELIVERY”
A Triad data broker named On-Bak-Si needs a team to deliver a stolen market
algorithm to a Ganymede Unlimited courier.

TABLE SET-UP: Crowded Lower New Kowloon Sprawl. Tightly spaced buildings,
packed market stalls, holo-ads, vehicles, drones, and pedi-cabs. Use standard
Agent Deployment and H-SEC Arrival Location set up.

Place a single marker or token on the mission edge opposite the Agent
Deployment area to represent the courier. The courier may not be targeted by
H-SEC in any way. The thumb drive must be handed off to the courier for the
mission to succeed.

Assign the thumb drive containing the algorithm to one of your team’s Agents.
Place a token beside the miniature to indicate they are in possession of the
drive. This item takes up one of the Agent’s Equipment slots. It can be passed
off to any other Agent or the Courier on the team in place of a Free Move
action so long as 1. The receiving Agent has an empty Equipment slot, and 2 the
Receiving Agent is in base-to-base contact with the model carrying the drive. If
the Free Move Action is not available, a standard 4+ Success on an Interact roll
(any die type) will do the trick.

CATCH: Reduced Turn Limit. Not only is H-SEC trying to recover the program,
but the thumb drive will self-destruct in thirty minutes. (5 turn limit on a 3’x 3’
Mission Area, 6 turn limit on a 4’x 4’)

2. “PUTTING THE ‘FUN’ IN FUNDAMENTALIST”


The radical humanist group, Purity First, has hired the team to infiltrate a
Hmong-Ta Armaments depot and steal weapons. There are three central lockers
in the facility and the P1 group will pay handsomely for extra firearms.

TABLE SET-UP: Interior office and storage area. Walls, halls, rooms and cubicles.
Use standard Agent Deployment, Exit, and H-SEC Arrival Location set up.

Place three objective tokens in the mission area in appropriate locations. No


token may be within 8” of another or within 12” of the Agent Exit Area.

43
Objective tokens do not take up an Equipment Slot. However, the Objective
Token must be acquired with a successful Interact Action on any die type while
in base-to-base contact.

CATCH: Each Agent can only carry one token at a time. However, that Agent
receives +1 to all Ranged or Melee attack rolls while carrying the Token.
(advanced weaponry is pretty cool, amiright?)

3. “SOCIAL MEDDLING AND THE DISINFORMATION AGE”


An anonymous media analyst needs the team to deliver a glass data cube that
reveals details of massive foreign government interference in Lower New
Kowloon’s social media and news services.

TABLE SET-UP: Semi-urban Sci Fi, Cyberpunk terrain. Scattered buildings, one or
two vehicles, some foliage and terrain features. Use standard Agent
Deployment, Exit, and H-SEC Arrival Location set up.

Assign the data cube secretly to one Agent. Mark this on the Agent’s roster. The
cube must remain with that particular Agent and cannot be passed to anyone
else. The Agent with the data cube must exit the Mission Area for the mission
to be successful.
CATCH: Someone has taken a very dim view of this information leak. Elite
Armed Response Units have been tasked to intercept your team. Start H-SEC
troop quality at D8. Shift to D10 quality on Turn 4.

4. AN UNEXPLAINED EQUIPMENT MALFUNCTION


Your main competitor, Chou-Shima Cybernetics, is close to a breakthrough in the
critical area of interface technology, specifically the artificial neural fibers that
link biological systems with cybernetic components. Their latest prototype batch
of ‘synthetic nerves’ has twice the response time of regular SN’s with zero signal
degradation. Development and production of this new type of connectors would
catapult C-S-C to the forefront of a technological revolution.
Your team has been tasked with infiltrating their facility and 1. infecting the
nano-loom operating system with a self-replicating virus that will bring on a
cascading equipment failure, and 2. acquiring a sample of these new ‘synthetic
nerves’ for your own research department.

44
TABLE SET UP: Interior Science/Lab facility. Halls, rooms, larger spaces cluttered
with computers and equipment. Use standard Agent Deployment, Exit, and H-
SEC Arrival Location set up.

Place two Objective tokens near the center of the Mission area in separate
rooms but roughly 8” apart. One represents a computer terminal for the sealed,
nano-loom manufacturing area, the other a sample of the prototype neural
fibers. The Nano-loom terminal is secured with a Level 3 firewall. The sample is
locked in a Level 2 safe. Both must be breached in order to get the objective.
Once breached, infecting/acquiring can be done with a Free Move Action.
Otherwise, a standard 4+ Interact Action is required.

CATCH: Each of the Objectives is guarded by a stationary weapon turret. (2D8


ranged attacks/attack action) These Turrets have Level 1 Firewalls. Place an
appropriate model or token to represent the turret within 2” and with a clear
line-of-fire along the main avenue of approach to each objective.

5. KINETIC ACTION ESCORT SERVICE


A Prozheria-Marodev executive wants to defect. He has managed to slip free
from his security detail and meet your team not far from one of your corporate
safe houses. Your mission is simple: escort the Asset through one last stretch of
hostile territory.

TABLE SET-UP: Mixed Residential and Commercial Urban Buildup. Scattered


buildings, apartments and hab-units, various shops, stalls, and street food
vendors. Use standard Agent Deployment, Exit, and H-SEC Arrival Location set
up.
You will need a miniature to represent the executive. He or she is unarmed and
unarmored, and is only allowed three Free Move Actions per Agent Phase.
These Free moves can be taken at any time, whether all at once or during
separate Agent Activations. The Mission is successful when the Defector leaves
the table through the Agent Exit Area.

CATCH: The defector’s security detail is hot on their heels. H-SEC Arrival for
Turn 1 and 2 is the Agent Deployment Zone. Determine H-SEC Arrival Locations
normally from Turn 3 on.

45
Those are five quick examples of EXPLOIT ZERO missions. Want to hunt rogue
replicants? Stop a shadowy government minister from mounting a coup? Free political
dissidents from a detention center? Go right ahead. Sift your favorite cyberpunk books,
movies, shows, graphic novels, RPGs, and computer games for dozens more ideas.
You got this.

5.3 THE FINE PRINT


______

We’re coming to the end here, I promise.

EXPLOIT ZERO was born out of a love for cyberpunk, table top gaming, polyhedral
dice, and the old PC game Syndicate. (Remember that game? Little trenchcoat and
mirrorshade dudes running around a city spreading mayhem for their corporate
overlords?)

Add to those a larger-than-normal weekly gaming group, an appreciation for cooperative


games that provide the unusual opportunity to fight together instead of against each
other, (Pandemic comes to mind) and I came up with this.

EXPLOIT ZERO is a straightforward game you can run with your friends on Game Night
with minimal prep. You can also play Solo if you’re up for controlling multiple Agents as
well as the H-SEC forces. My goal was something fun and cool, a stand-alone set of
rules you can learn quickly, mix-n-match miniatures and terrain as desired, and get it all
on the table with a minimum of book keeping and page flipping. Hopefully I succeeded.

Even though it’s set in a stock, chrome-and-mirror shades setting, there’s no reason
EXPLOIT ZERO can’t handle variations on the cyberpunk theme like Shadowrun,
Interface Zero, or even the Eclipse Phase trans-human universe with some tweaking.
Enhance the current Psionic Powers even further, (ACPs perhaps? Arcane Craft
Powers) and you should be off to a good start.

Not into cyberpunk so much but hankering for a straight up Bug Hunt? Swap out
Soldiers for Agents and your favorite Alien Horde miniatures for H-SEC forces. “Get to
the dropship!”

Or there’s the always popular ‘Never-Ending Flood O’ Zombies’ games where your
Agents become Survivors trying to get through the city safely. Or, or, or… What I’m
saying is the game is adaptable.

46
This book focuses on the core mechanics. Details on campaigns, advances, skills, and
Improvements can be found in the expansions The Tsim Sha Tsui Expansion and the
competitive head-to-head version, Exploit Zero: Hostile Takeover. Be aware, Agents
are pretty well tooled up right out of the gate, so the campaign rules are simple and
focused in order to keep the game engaging and a challenge.

That said, Exploit Zero is your game now in a very real sense. You bought it. Using lots
of Agents and think the H-SEC should pose more of a threat? Bump the quantity at the
Arrival Locations by 1 or 2. Want to play on a larger mission area? Go for it. None of this
is set in stone. If you push something too far and knock the game out of balance, dial it
back. No worries. This hobby is about fun and friends and cool toy soldiers, so calibrate
EXPLOIT ZERO to your needs and gaming group. “These are more what you’d call,
guidelines.”

Yes, EXPLOIT ZERO has a niche setting. No, it’s not going to work for everyone,
particularly gamers on the Crunchy side of the Hobby Spectrum. It’s a short,
straightforward rule set that works well for what it is.

If you encounter a question or situation not covered in this book, roll a die and make a
quick decision to keep the game moving. Hammer out the specifics with your gaming
buddies afterward. Or you can contact me online at STALKER7.com and we’ll work it
out together.

This game is labor of love. Please respect the hours of work and effort multiple gamers,
artists, and creators have invested in it. Everyone here at the Cape Cod Wargame
Commission and the various sites we frequent would greatly appreciate it.

Now go buy some new cyberpunk figs, (or paint the ones languishing in your lead
mountain) set up a NeoTokyo, New Kowloon, or Mass BioLabs facility, and put
EXPLOIT ZERO through its paces.

Thanks again for giving EXPLOIT ZERO a try.

Take care and have fun.

Best,
Patrick T.
Cape Cod Wargame Commission
Online at: STALKER7.com

47
48
QUICK REFERENCE SHEET
AGENT ACTIONS AND DICE POOL AGENT DRONES
Free Move = 4” When Activated, an Agent Drone uses a
All other Actions must be attempted D8 for all action rolls.
using Dice Pool One Actions allows:
Dice Pool: D6, D8, D10 1. The Drone can move 8”.
One Die Type per Action Attempt. 4+ is 2. The Drone can move 4” and perform
a Success (after modifiers) one action.
Modifiers added/subtracted from Die 3. The Drone can remain stationary and
Roll. perform two actions.
Two Dice Bonus for SP-linked Actions Actions include Attack, (Ranged or
and CAPs = roll two of selected type Melee at 1 D8 per weapon installed)
and choose best result. Apply MedKit or Slap Patch, or use a
CW-Macro.
AGENT WOUNDS
No Wounds = All Die Types/3 Actions H-SEC RESPONSE
1 Wound = No D10, 2 Actions D8, D6 At the end of each turn, roll a D4 two
2 Wounds = No D8, 1 Action D6 times. Place H-SEC models at
3 Wounds = No D6, Free Move Only designated Arrival Locations as listed
below. All H-SEC units get a 4” Free
COMBAT Move to cover or to best engage Agents.
Ranged Attacker must have Line-of- Turn 1: Two D6 Quality Troopers at
Sight. each A.L.
Melee Attacker must be in Base-to-Base Turn 2: Three D6 Quality Troopers at
contact. each A.L.
Turn 3: Two D8 Quality Troopers at
TERRAIN MODIFIERS each A.L.
Obstruction: -2 to Attack Roll Turn 4: Three D8 Quality Troopers at
Light Cover: -2 to Attack Roll and +1 to each A.L.
Dodge/Defend Roll Turn 5: Two D10 Quality Troopers at
Heavy Cover: -2 to Attack Roll and + 2 each A.L.
to Dodge/Defend Roll Turn 6: Three D10 Quality Troopers at
each A.L.
*Repeat Turn 5 and 6 as needed for
longer games
.

49
SAMPLE AGENT
AGENT NAME: Isaac Cho SPECIALIZATION PROTOCOL (SP): Splicer

BONUS ACTION TYPES: Movement, Activate Cyber-War CAP


BONUS CAP TYPE: Cyber

GEAR
SLOT 1: KRI Dokkaebi aerial drone
SLOT 2: same as above
SLOT 3: Smart Ammo (Grants +1 to Ranged Attack Roll -1 to Target Dodge Roll)

DRONE HARDPOINTS
HP1: Countermeasures Pod
HP2: Felix the Cat Magic Bag. (1 Frag Micro-Grenade, 1 McCoy Pharma Derm)

AGENT HEALTH
No Wounds = All Die Types/3 Actions
1 Wound = No D10 2 Actions D8, D6
2 Wounds = No D8 1 Action D6
3 Wounds = No D6 Free Move Only

DRONE INFO
Single D8 for all action rolls. Small Target = -1 Penalty to enemy Ranged/Melee attack
rolls.
Drone Action Options:
1. The Drone can move 8”.
2. The Drone can move 4” and perform one action.
3. The Drone can remain stationary and perform two actions.
___

Suggested Number/Type of Miniatures:


Five Agents (one for each type)

Ten Class 1/D6 Hostile Security


Ten Class 2/D8 Hostile Security
Ten Class 3/D10 Hostile Security
Optional: Four H-Sec Agents

50
EXPLOIT ZERO EXPLOIT ZERO

AGENT AGENT
NAME___________________________ NAME___________________________
SPECIALIZATION PROTOCOL SPECIALIZATION PROTOCOL
(SP)_____________ (SP)_____________

BONUS - ACTION BONUS - ACTION


TYPE______________________ TYPE______________________
BONUS – CAP TYPE BONUS – CAP TYPE
_________________________ _________________________

GEAR GEAR
SLOT 1: SLOT 1:
_________________________________ _________________________________
SLOT 2: SLOT 2:
_________________________________ _________________________________
SLOT 3: SLOT 3:
________________________________ _________________________________

No Wounds = All Die Types/3 No Wounds = All Die Types/3


Actions Actions
1 No D10 2 Actions D8, D6 1 No D10 2 Actions D8, D6
2 No D8 1 Action D6 2 No D8 1 Action D6
3 No D6 Free Move Only 3 No D6 Free Move Only

NOTES__________________________ NOTES__________________________
_________________________________ _________________________________
_________________________________ _________________________________
_________________________________ _________________________________

51
ALSO BY PATRICK TODOROFF

WARGAMES
Exploit Zero: Tsim Sha Tsui Expansion
Exploit Zero: Hostile Takeover
Nightwatch. Terror and Treasure in the Dark Corners of the World
Zona Alfa – Salvage and Survival in the Exclusion Zone (From Osprey Wargames)
Kontraband – More Salvage and Survival

FICTION
Beneath the Broken Moon – Shattered Worlds Book One
A Prayer to Saint Strelok – A Tale from the Exclusion Zone
Strange Treasure – Another Tale from the Exclusion Zone
Hard Kill
Enemy of My Enemy
The Stones Remember
Sozo
The Barrow Lover
One Bad Apple – Clar1ty Wars 1
Under Strange Stars – Clar1ty Wars 2
Shift Tense
Running Black

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