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EXPLOIT ZERO:

HOSTILE TAKEOVER
Corporate War in a Cyberpunk Future

Written by Patrick Todoroff


Developed by the Cape Cod Wargame Commission
COPYRIGHT NOTICE

‘Exploit Zero: Hostile Takeover. Corporate War in a Cyberpunk Future ’


© Patrick Todoroff 2021

Rights for all 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.

PLEASE NOTE: This is a player-versus-player version


of the EXPLOIT ZERO rule system.
It is designed as a stand-alone game and as such, is modified from
the core solo/co-operative game to accommodate the
competitive focus and larger scale of combat.

All the EXPLOIT ZERO games are available at Amazon and


WarGame Vault in electronic and print format.
_____________________________________________

CREDITS

Written by Patrick Todoroff

Contributors: Patrick Mohney, Matt Gordon, Tom Wooten, Mike Deutsch

Cover art by Tithi Luadthong and Paul Ballantyne


Original Interior Art by Catalin Serbu
Maps modified from Shutterstock images.
All rights reserved.
EXPLOIT ZERO:
HOSTILE TAKEOVER
Corporate War in a Cyberpunk Future
***
PART ONE: STRATEGIC ANALYSIS - 1
Game Overview – Book Overview – Essential Ingredients

PART TWO: RULES OF ENGAGEMENT - 5


Dice Mechanics – Movement – Combat - Terrain

PART THREE: INSTRUMENTS OF POLICY - 15


Assault Teams – Agents – Tactical Units – Specialists – Heavy Support

PART FOUR: AREA OF OPERATIONS- 38


Mission Areas – Command Parameters – Mission Objectives
– Non-Combatants
PART FIVE: STRATEGIC MANAGEMENT- 47
The Long Game – Rules of Engagement – Resource Points
– Additional Forces and WBOM – Agent Reputation

PART SIX: CONCLUSION - 57


Corporate Identity – Tactics and Tricks – Parting Shots

PART 7: GAME RESOURCES - 62


Resources – QRS - Blank Stat Sheets - Sample Campaign Maps
ARTICLE NINE
McNevin hung up the phone and stood there looking like a man on thin ice; one misstep and
he’d vanish. Swallowed whole.
Cncerned, Patek swiped up the emergency transport icon on his screen. “Casualties?” he
asked.”Do I need to call for a rapid evac?”
McNevin blinked, glanced at the operations monitor, then at his colleague. “No,” he replied.
“Just the opposite; our Agents hit Sun Pharma’s data center like an orbital strike. They
gutted the place and ratted SP’s entire network.”
“So that’s good. Right?”
McNevin looked back at the phone. “That was Upstairs. The C-Suite wants to keep the
momentum going.”
Patek frowned. “Keep the momentum - - What does that even mean?”
“It means the Board decided Sun Pharma’s attack constituted direct and overt aggression
against us. Legal insists we have a solid claim to respond with – I’m quoting here –
“additional preemptive defensive actions” in order to protect our corporate interests.”
“Translate that to plain English.”
McNevin looked at the phone again. “It means the Board invoked Article Nine.”
“Holy shi---“ Patek shook his head to clear it. “Article Nine. Really?”
“Really. Our orders are to deploy Direct Action units in order to assert control over Sun-
Pharma territory. Field Agents now have full access to all corporate tactical assets.”
McNevin paused, took a breath. “Starting with the shōtengai in the Neutral Zone - and
ending at the Sun Pharma corporate campus.”
“We’re going after the SP headquarters?” Patek’s spine iced. “A hostile takeover?”
McNevin nodded. “That’s the word from on high. Go big or go home. Any questions?”
Patek turned to his workstation. The tac-net for the Enenra 3 cell was alive with comms
chatter: Agents forwarding resupply lists, requesting reconnaissance footage, projected
transport routes. Cells of the elite corporate operatives were requisitioning new tactical units
from the security division: fire teams, combat drones, heavy support elements… It was
enough firepower to invade a small country. Or take over a rival corporation.
Numb, Patek approved their requests. All of them.
As he finished, Patek swiveled in his chair and looked his supervisor in the eye. “I do have
one question.”
“What?”
“Did I just start another corporate war?”
PART ONE: STRATEGIC ANALYSIS
Game Overview – Book Overview – Essential Ingredients

1.1 GAME OVERVIEW


Welcome, Agent. Thank you for acquiring Exploit Zero: Hostile Takeover.

You’re holding the latest iteration of the original Exploit Zero: Cyberpunk Espionage
and Mayhem rules published in June, 2019.

Set in a shiny cyberpunk dystopia, the original Exploit Zero rule set was designed for
cooperative and solo gaming with elite, augmented Agents working together to
accomplish missions as they battled waves of ever-deadlier hostile security forces.

With fast play mechanics, open-miniature character creation, and a shallow learning
curve, it aimed to provide a fun, inexpensive game for those sessions where you’re short
on time and just want to start rolling dice with your friends. Select your coolest
miniatures, set up your terrain, and start dropping baddies.

Exploit Zero: Hostile Takeover strives to keep that same streamlined, fast-n-furious
approach, but shifts from Co-op/Solo gaming to the more traditional Player versus
Player contest. This book is an expansion in a different sense of the word: the focus of
the game has shifted, the scale of conflict is bigger, and the stakes are much larger.

Set against the same gritty, cyberpunk backdrop, Hostile Takeover offers players the
opportunity to command their own security force in the midst of a corporate war. Here,
your elite Agents command small, multi-model tactical units: fire teams of troopers, pods
of gun drones, individual specialists, and customized heavy support units. These Agents
and Tactical Units will form the assault teams you deploy all across the urban sprawl as
you plan, maneuver, and fight to take over your rival’s corporate headquarters.

The Game: Sprawl Skirmish or Corporate War


The subtle, shadow war between multinational entities with its barely covert operations,
news-making disruptive legal actions, and dubious market dominance strategies is over.
Forget corporate espionage, IP theft, stock value manipulation, and ‘aggressive
recruitment’ practices; the conflict has spilled into the streets.

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Exploit Zero: Hostile Takeover can function on two levels: one-shot Sprawl Skirmishes
or an extended Corporate War campaign.

At either level, the open miniature format allows players to make their own corporate
security force as they select from a wide array of specialized Agents and tactical units.

With a broad menu of options, these combat teams can be tailored to a player’s tactical
style, personal taste, and miniature collection. The specifics on each - mission locations,
force composition, and command and control parameters - are detailed further on in this
rule book.

In either single mission or campaign mode, Exploit Zero: Hostile Takeover is a tool
box - a set of rules meant to encourage player customization and story-driven missions.
Use your miniatures and terrain to create your particular flavor of chromed dystopia.
Whether that’s Blade Runner, Neuromancer, Ghost in the Shell, Akira, Deus Ex, or a
bright and ruthless 2077, the idea is to help you set the stage, start the engine, then get
out of the way.

1.2 BOOK OVERVIEW


This rule book is divided into seven sections. Following this introduction, Section Two
goes over the basic mechanics of the game: movement, combat resolution, terrain,
equipment and the like. There are some minor changes, but for those already familiar
with Exploit Zero, this will be mostly a refresher.

Section Three introduces your corporate security forces: the elite Agents, the multi-
model Tactical Units of fire teams and drone pods, the Specialists, and the customizable
Heavy Support Units.

For those who have played the earlier version of Exploit Zero, be aware there are
several minor changes, primarily to the Agent classes and abilities. These were made to
accommodate the larger scale of combat operations featured in this new iteration.

Section Four lays out the basics of combat missions, be that in a one-shot Sprawl
Skirmish or a full blown Corporate War. Here, you’ll find information on Agent command
guidelines, mission locations, objectives, and particulars about the ever-present
quandary of civilians in the combat zone.

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Section Five goes in to detail on how to run a Corporate War campaign. From tracking
battles on a campaign map to allocating Resource Points, Agent progression, and ‘War
By Other Means’ ploys, this gives you everything you need to a launch a takeover bid on
your rival.

Section Six contains some ideas on forming your own corporation, gives a few tips,
tricks, and tactics on getting the most out of Exploit Zero: Hostile Takeover, and
provides some examples and sources for cyberpunk miniatures and terrain before finally
offering a few words in conclusion.

Section Seven is Game Resources: QRS, sample campaign maps, and blank stat
sheets.

Exploit Zero: Hostile Takeover: Cutthroat corporate competition is here to stay. Good
luck, Agent.

1.3 ESSENTIAL INGREDIENTS


The basic ingredients for EZ:HT are what you’d expect for a tabletop miniatures game:

- Miniatures to represent individual Agents, squads of troopers, pods of drones,


specialists, and individual heavy support units. Created with 28mm figures in
mind, the game will work equally fine with 20mm or 15mm. If you run the game in
a smaller area or smaller scale, you can change the measurements to
centimeters if desired. The exact number of miniatures per player depends on the
player’s force composition choices, but a typical assault team consists of a dozen
figures.

- Terrain. Near-future, cyberpunk style to represent mission areas and battlefields.


Both scatter and larger structures. (The more the better. Cover is your friend.)

- A 36” x 36” playing area is recommended. Go smaller, you can expect a very
short, sharp game. A larger mission area means you’ll most likely spend the first
couple turns moving to contact. I find it best to start as close to the point of action
as possible, but use what you have and what you’re most comfortable with.

- Dice. In this case, each player will want a full set of polyhedral dice, the one
typically used for RPG games. You’ll be using the D6, D8, and D10. Two sets
would be helpful but not necessary.

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- Standard blast and flamethrower templates. (Small 3”, Large 5” and 8.5”
Teardrop ) If you’re partial to a similar, slightly different set, then feel free to use
that. So long as all players use the same ones.

- Ruler or Tape Measure in inches. (A cool laser pointer to determine any tricky
ranged attacks might come in handy as well)

- A few generic game tokens to mark Activated Units, Wounds, and Objectives.
Not a lot but a few. These can be acrylic beads, glass stones, paper chits, poker
chips, whatever you want. So long as they’re recognizable. You’ll also need blank
60mm and 25mm diameters to represent Civilians. (more on them later) And
some 5” and 3” diameters to represent smoke, EMP effects, or nanite shields.
These can easily be represented by cardstock, but there is an incredible variety
of cool acrylic accessories on the market.

- This rulebook.

Now what are you waiting for?

There’s a corporate war to be


waged and the Top Floor is
offering pay bonuses and stock
options to the first team that
breaches your opponent’s
security perimeter.

Get to it.

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PART TWO: RULES OF ENGAGEMENT
Dice Mechanics – Movement – Combat - Terrain

2.1 DICE MECHANICS


For those already familiar with Exploit Zero, feel free to skim this section and make note
of the changes. For those just arrived in New Kowloon, this portion gives an overview of
the core mechanics, combat units, and equipment. Keep in mind, detailed explanations
for some game elements are provided in later sections, so it’s advisable to read through
the entire book once before launching into your first mission. Most questions will be
answered as you proceed. The rest, as you start moving miniatures and rolling dice.

Action Dice Pool, Quality Dice, and Two Dice Bonus


Exploit Zero: Hostile Takeover uses three types of polyhedral dice: D6, D8, and D10.
Those three die types are used in game to determine the success of a unit’s actions.
There are two general categories of units in the game: Agents and Tactical Units. (also
abbreviated as TacU.)

Agents are the leaders, the elites, the stars of this bloody show. There are five distinct
classes of Agent: Ronin, Razor, Splicer, Sawbones, and Shiver. Section Three has all
the details on their actions and abilities.

For the individual Agent models, those three dice/die types – the D6, the D8, and the
D10 - constitute their Action Dice Pool. When activated in a game turn, each Agent has
the potential to perform up to three (3) Actions and those polyhedral dice are used to
attempt those actions. The die types can be used in any order the player desires,
however each type can only be used once during that model’s activation. The Action
Dice Pool is renewed every turn.

For Tactical Units, (TacU) one of those die types represents that unit’s Quality Dice.
That single die type is used when that particular unit attempts in-game actions. In a
sense, TacU have a dice pool as well, because the Quality Dice is also associated with
the number of actions that unit may attempt in a single turn.

The Quality Die and number of available actions varies, and each Tactical Unit – be it a
three-person fire team, a three-drone pod, a Specialist, or a Heavy Support Unit - is
restricted to use a single die type. A unit’s quality dice are renewed every turn.

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There are three types of TacU:
- Multi-model units composed of three human troopers (a Fire Team) or three
small combat drones (a Drone Pod)
- Single model Specialists, either human or robotic.
- Large, individual, customizable Heavy Support Units.

There are three tiers or quality levels for TacU. These tiers are represented by a single
die type and also dictate the number of potential actions available to that unit.

A D6 level TacU has a Free Move with one action attempt with a D6
A D8 level TacU has a Free Move and two action attempts with a D8
A D10 level TacU has a Free Move and three action attempts with a D10

Actions and Successes


After the Free Move, units – Agent or
TacU – must roll dice when
attempting any further in-game
actions. (Movement, Combat,
Defense, Hacking, etc.)

An Agent selects one of the die types


from their Action Dice Pool and rolls
hoping for a successful result. A
success is achieved by rolling a 4 or
better, plus or minus modifiers. A roll
of less than 4, with modifiers, is
considered a Failure.

A Tactical Unit will select their Quality


Dice.

Agents may receive a bonus to their


action rolls depending on their Agent
Class and the type of action.

Remember this is different from TacU, which only use one die of their Quality Die type.

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Any unit - Agent or TacU - may attempt an action as many times as they like with
another die roll so long as they have dice in their pool. Agents would select a different
die type while TacU would use another of their quality die type, if available.

Diminishing Possibilities for Agents


To represent the stress and diminishing possibilities for action in the middle of a tense,
frenzied combat situation, each die type in an Agent’s Action Dice Pool can only be used
once. Die types do not have to be used in any particular order, but Agents get one
chance with a D10, one with a D8, and one with a D6 per turn. That’s it. This means
Agents must prioritize their intended actions and allocate whichever Die Type they feel
gives them the best chance at success.

Consistent but Limited


On the other hand, TacU have only their Quality Dice to choose from, the number of
which is related to their level. Again, a D6 quality TacU gets a Free Move and may
attempt one action with a D6. D8 quality units receive a Free Move and two tries with a
D8. The D10 quality has a Free Move and three attempts with a D10. Once those dice
are rolled and depleted, the unit’s activation has ended and they can attempt no further
actions that turn. Section Three has further details on how to use Tactical Units.

An Agent’s Two Dice Bonus


Agents are elite soldiers with distinct capabilities and special abilities. An Agent’s Class,
a.k.a. their Specialization Protocol, permits them to roll two of a given die type in
certain circumstances. Remember, each Die Type can only be used once per turn and
once the Agent’s Dice Pool is depleted, they can no longer act that Game Turn. Details
on Agent Specialization Protocols are found in Section Three.

For now, understand that while most action rolls are attempted with a single die type,
certain Agents stand a better chance at succeeding at certain Actions, ones linked to
their Specialization Protocol. Depending on their SP class, Agents can roll TWO dice of
a particular type when attempting those actions and choose the best result.

Bear in mind that the Two Dice bonus does not give a player an opportunity for two
successes; it grants the player 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.

Along with multiple wounds, special abilities and equipment, this two-dice bonus means
Agents tend to function much better than standard TacU, and each Agent class performs
differently from another.

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For example, a Razor is far more deadly in a Close Combat situation that a Ronin who in
turn excels at Ranged combat, and when it comes to forced shutdown of your rival’s
Heavy Support Unit, you’ll want a Splicer on the team.
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)
Alert (Agent Only) All Agents

Note: this ‘Two Dice’ bonus also applies to Agents activating those specific
Combat Augmentation Programs related to their area of expertise. Again, see
Section Three for details.

Also 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.

Alert (Agent Action Only)


Agents may reserve two Action dice, any type, in order to interrupt an enemy unit’s
activation during the opponent’s turn. Place a token by the Alert Agent to note the Alert
status. Player must declare precisely when they wish to interrupt and roll the higher type
to attempt an action. The lower value die type is used while ‘waiting’ and the two-dice
bonus applies to relevant actions.

TacU Actions
Tactical Units are essential combat assets but they do not have access to the same
augmentations, training, and equipment as Agents. As such, they do not receive a two-

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dice bonus and their in-game actions are limited to basic Movement, Ranged or Melee
Attack, and Dodge/Defend.

2.2 MOVEMENT
Free Move and Move Actions
All units - Agents and TacU - have a Base Movement of 6” and are given One (1) ‘Free
Move’ action per Turn. This Free Move is not part of the unit’s Action Dice Pool/Quality
Dice Pool and can be taken any time during the unit’s activation. However, any further
Movement Action must be attempted with an action roll from the unit’s Dice Pool.

Models do not have to move in a straight line and do not have to move the full distance.
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.

Climb and Hurdle


Climbing ladders, slopes, or stairs is done at standard Movement rate. Models can scale
vertical surfaces at ½ Movement rate, or 3” per Move Action.

Crossing over a low terrain item - something smaller than the height of the model such
as a low wall, a stack of crates, or going through an open window - can be done at the
cost of 1” of movement per obstacle.

2.3 COMBAT
In Exploit Zero: Hostile Takeover, all combat – Ranged or Melee – is simple and
straightforward. One unit is the Attacker, the other the Defender. 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+. Agents will use a die type from their Action Dice
Pool. TacU will use a Quality Dice.

Take any and all modifiers into account - CAPS, Terrain, Special Equipment - and apply
then to the dice roll. 4+ is a Hit. Any result less than 4, after modifiers, is a Miss. That’s
it.

If the Attack roll is Successful (4+, after modifiers) then the Defender will roll the
appropriate Die Type to Dodge/Defend, taking into account any cover, terrain, or special

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circumstances. For Agents, this Dodge Defend roll will most likely use a D6. For TacU,
this will be their Quality Die.

If the Dodge Defend roll is Successful (4+, including modifiers) then the hit has been
blocked/deflected. If the Dodge/Defend roll is unsuccessful, the target has received a
Wound. Agents have multiple wounds. Standard TacU models have one. Heavy Support
Units have two. See Section Three for full details.

Dodge Defend Die Types


When Performing a Dodge/Defend roll against an attack, an Agent’s default Dodge
Defend 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: Razor and Ronin Class Agents receive a Two Dice Bonus for their DD rolls.

TacU use their Quality Die type when rolling to defend, taking any terrain or equipment
modifiers into account. Fire Team, Drone Pod, and Specialist models each have one
wound. The individual Heavy Support Unit models have two.

Ranged Combat Weapon Ranges


In Exploit Zero: Hostile Takeover, most Ranged Weapons fall into the broad category
of ‘Small Arms’, meaning Pistols, Sub-machineguns, and compact Assault Rifles. The
Exploit Zero: Tsim Sha Tsui Expansion added two new types: the intentionally broad
“Heavy Weapon” category to accommodate weapons with longer range, and the “SAD”
(Short Range, Area Effect, Direct Fire) that represents area-effect weapons, and uses
the standard teardrop template.

Due to frantic, split-second nature of Close Quarter Battle in cramped locations -


corporate offices, crowded urban sprawl, and secret research facilities - weapon ranges
are listed as an ‘effective range’ rather than an ideal or optimal one.

Effective Ranges for Ranged Weapon Types


Heavy Weapons have an effective combat range of 24” or less. Some are direct fire
against a single target, others use the Small Blast Template. Details in SectionThree.
Small Arms are limited to 18” or less. These are direct fire, single target weapons.
SAD use the teardrop template. Everyone roll for damage!
Thrown Ranged Weapons like mono-edge shuriken, throwing knives, micro-grenades,
etc, have a maximum range of 12”.

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- Note on Area Effect Templates. (Blast and Teardrop) Some terrain may block the
effects of a template weapon, but in general, all models whose bases fall under
or are touched by a template must roll for damage. Allied and Enemy. Those
models whose bases are grazed by a template do not. Err on the side of the
defender here. It’s not worth arguing over a sliver of base lip.

Target Priority
While a bullet may have your name on it, grenades are simply addressed “To whom it
may concern.”

Explosives and SAD weapons use Area-of-Effect templates that impact multiple models
at once. On the other hand, direct fire ranged attacks target one model at a time. Fine
when individual models are involved, but when firing at a multi-model unit such as a Fire
Team or Drone Pod, hits are allocated to individual models separately, starting with the
most obvious target first - which usually means the lead one, or the one not in cover/in
the least amount of cover.

This means the Dodge Defend roll modifiers may vary between targeted models in the
same unit due to cover or obstruction differences, so a bit of common sense and fair
play goes a long way here.

Melee Combat
Melee Combat can only occur when
models are in Base-to-Base contact. It is
resolved following the same procedure as
above: 4+ to hit, 4+ to Dodge Defend, after
modifiers.

When attacking multiple opponents in


Melee, that attacker must be in base-to-
base contact with all enemy models and
then select one as the primary target,
rolling for a 4+ (+/- modifiers) success as
normal. The Melee attacker may continue
to attack so long as they have Actions and
Dice remaining in their Dice Pool but there
is a -1 penalty to the Attack Roll for every
opponent after the first.

Should a single model be mobbed by


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multiple attackers, there is a -1 penalty to their Dodge Defend roll for every attacker after
the first. (Three opponent’s on a single Agent = Regular DD for the first enemy. -1 for the
second. -2 for the third.)

This rule applies primarily to single Agents engaging multiple models. Guidelines for
TacU melee combat are detailed in Section Three.

Wounds: Agents and TacU


While most individual TacU models only have one Wound, Agents can take three
Wounds and still function. Yes, three.

Every successful hit that was not Dodged/Defended is a wound. Wounds to an Agent
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.

Models in TacU Fireteams and Drone Pods have one wound each. TacU Heavy Support
Units are individual models with two wounds. See Section Three for specifics.

2.4 TERRAIN
Terrain in Exploit Zero: Hostile Takeover 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.

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Terrain modifiers are penalties subtracted from the attacker’s roll and the Dodge/Defend
bonuses are added to the defender’s roll.

The target model must be in base to base contact with the Light or Hard cover scenic in
relation to the angle of attack in order to benefit from the cover.

Terrain Modifiers
Obstruction: -1 to Attack Roll. Cumulative with each additional Obstruction and Cover.
Light Cover: -2 to Attack Roll and +1 to target’s Dodge/Defend Roll
Heavy Cover: -2 to Attack Roll and + 2 to target’s Dodge/Defend Roll

SUMMARY
Agents have an Action Dice Pool composed of a D6, D8, and D10. Agents receive a
Two Dice Bonus for actions related to their Specialization Protocol.

Tactical Units (TacU) have Quality Dice of a single type which is also associated with
the number of available actions with that die type.

All units – Agent or TacU – have a Free Move of six inches which is does not require the
use of action dice. Further movement requires an action roll.

Success for in game actions is a 4+ on an action die roll. Die type varies by unit type
and all modifiers are applied to the die roll.

Effective Range for Ranged Weapons: 24” for Heavy Weapons, 18” for Small Arms,
Teardrop Template for SAD, and 12” for Thrown Items. Melee Combat requires models
to be in Base-to-Base contact.

Terrain can completely block movement and line of sight/line of fire. Small scenic items
can also Obstruct ranged attacks or provide some measure of Cover, depending on the
circumstances.

"Resources exist to be consumed. And consumed they will be, if


not by this generation then by some future. By what right does
this forgotten future seek to deny us our birthright? None I say!
Let us take what is ours, and eat our fill."
— CEO Nwabudike Morgan

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PART THREE: INSTRUMENTS OF POLICY
Assault Teams – Agents – Tactical Units – Specialists – Heavy Support

3.1 ASSAULT TEAMS


Direct Action Units, Special Circumstance Envoys, Rapid Response Teams, Security
and Intelligence Operatives… call them what you will, they are private military forces;
combat troops whose salaries are paid by the corporation, whose gear has been
developed by a shadowy R&D Department, and whose allegiance is to the Board of
Directors.

Whether it’s a Sprawl Skirmish or a Corporate War, in Exploit Zero: Hostile Takeover,
players will try to seize control of mission areas by deploying combat troops: elite
Agents who command Tactical Units and Specialists that are backed up by Heavy
Support Units. For brevity’s sake, this portion follows the practice of the media feeds,
corporate press releases, and government reports that all use the generic term ‘assault
teams’ when describing the various corporate combatants fighting in the crowded urban
battle zone.

This section lays out the details for each troop category, their equipment, capabilities
and conduct, plus any special abilities. Here, players can not only mix and match unit
quantity and quality, but change their load-outs and gear to suit their tactical style.
Exploit Zero: Hostile Takeoverhas an ‘open system’ that allows players to stat out
whatever cool miniatures they want ,and tailor their assault teams mission by mission as
they carve their way into the heart of their rival’s territory.

3.2 AGENTS
Agents: Tweaks, Types, CAP Restrictions, Equipment
Those already familiar with the original Exploit Zero and the Tsim Sha Tsui Expansion
will recognize the different Agent classes. However, four important changes have been
made to Hostile Takeover to accommodate the larger scale, player versus player
combat.

1: Base movement rate for all models has been increased from 4” to 6”.
2: Adjustments in the availability of an Agent’s Combat Augmentation Programs
(CAP) and specialty Gear. Each Agent class now plays a distinct combat role with
sharply defined tactical capabilities.

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3. Game Turn Sequence has shifted from ‘players against the table, IGO/UGO’ to ‘player
versus player, Alternating Activation’. In EZ:HT, each player will activate one unit at a
time (Agent ,TacU, Specialist, or HSU) taking turns until all units on both sides have
gone once, then a new Game Turn will begin. See Section Four for more information.
4. Agents can now Issue Orders, i.e. transfer actions, to subordinate TacU with a
successful Action die roll of any type. Any die type can be used, but the type must be of
equal or greater value than the quality die of the receiving unit. (An Agent can’t use a D6
to activate a D8 Fireteam) Details on issuing orders are detailed further in this section.

Changes to Agent Capabilities and Equipment


As previously noted, there are five types of Agent: the ranged specialist Ronin, the
melee expert Razor, the hacker/drone jockey Splicer, the support medic Sawbones,
and the psionic-gifted Shiver.

Each Agent type receives a Two Dice


bonus for actions related to their SP,
(as noted previously in Section 2.1) as
well as when activating Combat
Augmentation Programs specific to
their class. In addition, each Agent has
Three Equipment Slots that can be
filled with items from the General
Equipment list below.

However, in Exploit Zero: Hostile


Takeover, each Agent type plays a
much more specialized role on the
battlefield than in previous iterations of
the rules. Certain abilities and
equipment is now restricted by Agent
type, which makes a player’s tactical
and strategic selection much more
important.

Equipment and Gear


Most units have access to special gear and equipment that can be tailored to mission
requirements and a player’s preferences. Each Agent has Three Equipment Slots. See
the items in the Agent General Equipment List further in this section.

16
TacU Fire Teams and Drone Pods can uniformly equipped with standard combat gear
and have no access to special Gear.

Specialist units are a sub-category of TacU with a distinct sat of capabilities and
equipment. See further in this section for details.

HSU can select from a range of Upgrades found in the HSU Upgrade Menu, the quantity
contingent on the Quality of the unit. See further in this section for specifics.

Agent Command
In Exploit Zero: Hostile Takeover Agents are the de facto commanders of the
corporate assault forces. As they should be. Players may field any class of Agent they
want, as many of a particular class as they want, bringing whichever types they feel will
be of maximum benefit to accomplishing the mission.

The only limit is to the total number of Agents allowed in the engagement, the number of
which depends on the designation of the mission area. (See Section Four for details.)

New Agent Ability: Issue Orders


Agents can ‘issue orders’ to subordinate tactical units by using one of their Action dice to
have a TacU take immediate action.

1. To do this, the receiving TacU must be within 12” of the Agent. No LOS is
necessary.
2. The Agent must use an Action die type of equal or higher value than the unit’s
Quality Die type.
3. If the roll is successful, the recipient TacU immediately carries out the action
using their Quality die and results are resolved. Activation then reverts to the
Agent, providing they have Action Dice remaining.
4. If the roll is unsuccessful that Agent’s Action Die Type is considered used for
the turn.

Example: GenSys Agent Loric uses their D8 to issue orders to a nearby pod of drones.
The drones are D6 quality, so there’s no problem. The transfer roll is successful. The
drone pod then fires on an enemy HSU using their D6. After the ranged attack is
resolved, activation reverts back to Agent Loric, who fortunately still has a D10 left in
their Action Pool for the turn.
When the activation passes back to the GenSys player, D6 Drone Pod may activate on
their own providing they haven’t already gone that turn. The Agent’s action was passed
and used, not the drones.

17
New Restrictions: CAP Specificity
In light of expanded hostilities, the Board has decided Combat Augmentation Programs
are now restricted by Agent class. This means Agents can only use those CAPs related
to their Specialization Protocol. No others.

Ronins and Razors only use Combat CAPs,


Splicers concentrate on Cyber CAPs,
Sawbones on Support.
Shivers use Psionic abilities.

Per the default rules, the Two Dice bonus applies when attempting to activate a CAP,
and each type of CAP can only be successfully activated once per turn. See the lists
below for specifics.

Combat Augmentation Programs


CAPs, or Combat Augmentation Programs, are 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.

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 over the course of a
game, but they cannot use it multiple times during a single turn.

Most CAPs are limited duration effects that are applied immediately. The Cool Down rule
applies primarily to Cyber and 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 Friendly and Enemy Activations. This is noted in their respective
descriptions below.

COMBAT CAPs (restricted to RONIN/RAZOR SP)


1. WIRED REFLEX: +2 to all Melee rolls for one turn. Lasts until next activation.
2. TARGET SYSTEM: + 1 to Ranged Attacks that Activation. -1 to Target
Defense Rolls.
3. DERMAL ARMOR: Defense Dice shift up to a D8 and +1 to all Dodge/Defend
Rolls until next Activation. Two Dice Bonus applies to relevant SP

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4. 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.

CYBER CAPs (restricted to SPLICER SP)


1. BLACK HAT: +1 to Infiltrate Enemy Security or Data network. Success Roll is
modified by target system’s Security level. See ‘Hacking, Networks, and
Firewalls’ in later in this section.
2. OVERLOAD: Force shut down of enemy cyber/electronic system, be that an
enemy Network or Drone.
3. HIJACK/RESIST: Assert control of an enemy Network, Drone allied or rival.
Once controlled, enemy unit is considered to be Piloted. See Agent Drone rules
later in this section.
4. REMOTE PILOT: Remote piloting of Agent Drone. See Agent Drone rules
later in this section.

SUPPORT CAPs (restricted to SAWBONES SP)


1. ADRENAL BOOST: Provides a +4” bonus to all subsequent Movement actions
for an Agent’s activation. (So a standard 6” Move increases to 10”) May be
applied to Self or Allied Agent in BtB contact. 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)
2. MEDIC: Activate Medical Nanites. Heals 1 Wound to Self or Allied Agent in
BtB contact.
3. OVERWATCH: Allows an Agent to interrupt enemy turn with a single Action.
Use on self or Allied Agent within 12”. 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 and if transferred to an Allied Agent, this
does not exhaust the die type from the receiving Agent’s Action Dice Pool.
4. SQUAD LINK: This CAP allows an Agent to pass an action to fellow squad
member. The receiving Agent must immediately attempt to perform an action with
the same die type used to pass the action. Bonus die for SP-Linked Actions
applies.

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PSIONIC ABILITIES (restricted to SHIVER SP)
1. PRE-COG: Similar to Overwatch, a 4+ Success allows the Shiver to attempt
an Action whenever an opponent unit fails an Action roll during the subsequent
H-SEC Turn Phase. Multiple action 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.
2. 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 6” 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.

AGENT GENERAL EQUIPMENT


There are three categories of
equipment available to Agents: Cyber,
Combat, and Support. The Master
Lists and descriptions for each type are
below.

Remember each Agent has Three


Equipment Slots and that item
selections are not restricted by SP.
However there are obvious advantages
to equipping Agents with those that are
related to their specialization. Each item
fills one slot, except where indicated.
Items can be changed between
missions.

Using Items
Equipment details are listed below but
in general, Equipment items are ‘used’
by rolling a successful Interact Action
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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.

CYBER ITEMS
Splicers are the Corporate Security Service’s dedicated cyber-war specialists. They are
the drone jockeys, the hackers, the e-war techno-warriors. However, the Board has
allowed focused, single-use cyber-war programs known as CW Macros to be made
available to all Agent classes in the event of emergency.

There are Four Types of Cyber-War Macros: Gibson for Infiltrating. Banks for
Overloading. PKD for Hijack/Resist, and Morgan for Piloting. These are the only
instances where non-Splicer Agents can engage in cyber-activities.

Be aware, Cyber-War Macros are powerful but fickle pieces of software. Rival corporate
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. Splicers may carry Macros and will receive the Two Dice
Bonus when attempting to use them.

To engage a CW Macro, an Agent rolls their selected die type as a Use action attempt.
(D6, D8, or D10) If successful, the Macro is engaged and running for a limited duration.
See the Macro List for details.

Note that the Marco’s boosted die rolls for cyber-related activities represents the
program working, not the Agent. The two dice roll allows the player to select the
better result, meaning an increased chance of success, not two successes. An
Agent may run multiple types of Macros but cannot double up on the same kind.

Example: Shu Rien, a Splicer for Ōkibona Dainamikku Rapid Reaction Force, uses her
D6 to activate a Morgan Macro. She would roll two D6 (two dice bonus for Agent SP)
and choose the better result. If successful, she could then roll two D10s when piloting
her Agent drone per the standard Agent Drone Piloting rules. Had she failed the roll, the
Marco would have been ‘used’ regardless, and removed from her inventory.
21
CYBER-WAR MACROS
PROGRAM TYPE PROGRAM DESCRIPTION
GIBSON MACRO 2 D10s to Infiltrate Opponent Network. Effect lasts for the
duration of the Agent’s activation.
BANKS MACRO 2 D10s to Overload Opponent System. Effect lasts for the
duration of that Agent’s activation.
PKD MACRO 2 D10s to Hijack/Resist. Effect lasts duration of Agent’s
activation.
MORGAN MACRO 2 D10s to Pilot an Agent/Allied Drone. See standard Agent
Drone rules.

COMBAT ITEMS
There are currently seven Combat Items available to Agents: Smart Ammo, Micro-
Grenades, Mono-Filament Blade, Active Mimetic Camouflage, Carbon Fiber Armor,
Enhanced Optics, and Lazarus Implant. Most are straightforward and 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. Remember the
Two Dice Bonus grants two chances for Success; a single grenade cannot explode
twice.

Micro-Grenades come in four flavors: 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 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.

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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.
Active Mimetic ‘Squid Suit’ – blurs wearer’s form by imitating nearby shadow and
Camouflage texture.
Gives -2 penalty to all Ranged Attack rolls when wearer is in
Cover. Stacks with cover modifiers.
But gives a +1 bonus to Ranged Attack rolls if wearer is in the
Open. (more than one base width from scenic)
Melee Attack rolls are at -1 regardless of proximity to terrain.
Carbon Fiber “Black Magic Cotton Candy”
Armor Plates Shifts Agent’s Dodge Defend Die from D6 to D8.
But subtracts 1” from Movement Rate.
Two Dice bonus for linked SP applies.

Enhanced Optics Negates penalties for Low Light or Dark mission environments
and allows the wearer to draw
Line-of-Sight into and through smoke screens in order to make
Ranged Attacks.
Physical obstruction and cover modifiers still apply.

Lazarus Implant Resuscitation and Rapid Healing Module


(Fills 2 Slots) A massive injection of adrenaline, endorphins, and healing
nanites, the Lazarus Implant automatically activates when an
Agent has received their third and final wound.
No Action roll is necessary. The Agent is immediately restored to
full health and can act normally.

23
THE FINER POINTS OF HAND GRENADE USE
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 at a visible enemy at a -1
penalty to the Attack roll, or lobbed indirectly at a concealed enemy unit at a -3 penalty.

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) that partially protects the defender relative to the
center point of the detonation grants that 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 D10 to determine the new detonation
point. The arrow face shows the direction of the deviation from the original target location. Next,
divide the number shown by two (rounded up) to get the distance in inches from the original
intended target point. Place the Blast Template at the new detonation location and determine
any damage or effects.

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

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 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 are
cumulative, so applying Hyper Space and Neo in the same turn would allow the Agent to
roll D10s when activating CAPS, 3D8 for any other actions, but cause that Agent to
Crash the following TWO turns.

24
PHARMA-DERM LIST
DRUG BENEFIT SIDE EFFECT
HYPER Any/all remaining Actions/Dice replaced CRASH. Next Turn Agent
SPACE by 3 D8s. Choose better result. can only use Free Move
and 1 D6
NEO Cyber Affinity. D10 Rolls for any/all CRASH. Next Turn Agent
subsequent CAP rolls that turn. can only use Free Move
and 1 D6
MCCOY 2 D10s to Heal self or BtB Ally. May heal NONE
2 Wounds if both rolls are successful.

AGENT DRONES
This section focuses on
individual drones run by
Splicer Agents, not the TacU
combat drones that operate in
pods. (See below for details on
them)

A Splicer Agent plays a much


more distinct role in Exploit
Zero: Hostile Takeover,
trained not only to hack enemy
networks and conduct
electronic warfare, but also
remotely pilot a customizable
combat drone. This drone is
essentially an extension of
their person. Think of it as a
robotic assistant that’s
controlled by the Splicer
through transfer of actions
from that Agent to the drone.

Although represented with a


physical model, this drone is
considered a piece of

25
Equipment that uses Two Equipment Slots. Drone models provide no terrain benefit or
hindrance and are not counted as cover or obstructions. A drone model must remain
within 1” of the Splicer Agent until activated.

Activation
A Splicer’s Drone 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 they desire, or until the remote-control link is broken.

Remote Piloting, Drone Link and Actions


After a Splicer Agent makes a successful Pilot CAP roll, the Agent is said to be ‘linked’
with the drone and can transfer their actions on a one-to-one basis. The Agent does not
have to roll dice for the ‘transfers’; they are simply declared. This Drone link is made via
encrypted tight beam signals and carries over from turn to turn as long as the Agent
desires.

To account for counter intrusion measures and H-SEC jamming devices, remote Piloting
is limited to 18” or less. No line of sight is required. If the distance between the
controlling Agent and the drone ever exceeds 18”, the drone will hold in place until the
Agent moves back within control range. The drone will not respond to the Agent until
then. However, the Agent does not need to re-roll to re-establish the link so long as it
was not broken during the separation.

Broken Pilot Link


The only action a Drone-piloting Agent can perform without breaking the link with their
Drone is the Free Move and Regular Move. Any action that breaks the Agent’s
concentration such as Combat or Interact will sever the Piloting link.
Note: Making a Dodge Defend roll does NOT break the link BUT taking a Wound
does. (so try to roll successes)

If the pilot’s link is broken, the Agent Drone will immediately hold in place in its current
location and make no further action rolls other than Dodge Defend. Control must be re-
established with a new Pilot CAP roll. Once the Piloting link is re-established, the drone
will carry out actions as desired.

Remember that standard Action Die Type rules still apply to the Splicer for their own
actions, but the linked Drone will always roll a D8. See Drone Actions below.

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Drone Actions
When Activated, an Agent Drone uses a single D8 for all its action rolls. These drones
do not get a Free Move but use the D8 action dice to represent increased speed and
efficiency.
With a single successful D8 Action roll, a Splicer’s drone can:
1. Move 8” for their default Movement rate.
2. Move 4” and perform a single Combat action with any and all appropriate weapons.
(ranged or melee)
3. Move 4” and perform a single Interact action. (open door, give/retrieve item, apply
Slap Patch…)
4. Remain stationary and perform two Combat or Interact actions.

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 in addition to
Terrain modifiers. This benefit does
not apply to large chassis drones.
(1/2 the size of Agent figure or
larger.)
Agent Drone Firewall
All Agent drone systems are
protected by a level 2 Firewall. This
is a negative modifier to any hostile
cyber war attack rolls.

Agent Drone Configuration


In addition to a standard sensor
suite and a pair of articulated
manipulator arms, each Drone has
two (2) Hardpoints for
customization. A single Hardpoint
Module can be installed in each
Hardpoint location.

Drone load-out is configured by the individual Splicer before each operation and can be
changed between missions. This provides the Agent with a variety of tactical options.

27
DRONE HARDPOINT LIST
HARDPOINT MODULE DESCRIPTION
Weapon Pod- Ranged or Melee Allows 1 D8 attack roll per weapon per
drone action. Small Arms or standard
Melee weapons only.
Felix the Cat Magic Bag A Magic Bag holds any Four of the
following items: Micro-Grenades, Pharma-
Derms, or CW Macros.
To retrieve an item, an Agent must be in
BtB with the drone model, have an empty
Equipment Slot, and roll a successful
Interact action.
E-War Countermeasures “Hacker’s Pet”. Always Active. Provides +2
bonus to all cyber-related rolls for the
Splicer until destroyed.
Enhanced Targeting Always Active. Hi-tech Imagery and
Acoustic detectors pinpoint the location of
any hostile troops within 12” of the drone.
ET grants +1 bonus to all Ranged Combat
attacks by drone and ally units (Agent or
TacU) against enemies in detection radius.
Note the Attacker does not need to be
within 12” of drone to receive this benefit.

This option menu means a Splicer’s Drone can be outfitted for Combat, Support, Cyber-
War, or any combination of the three.

For example: a Drone with two Ranged weapons can move 4” and then roll 2 D8 to
make a ranged attack action. (one for each Hardpoint weapon) The same applies to a
melee- equipped Drone in close combat.
Stationary, that same Drone would roll 4D8 per successful D8 roll. (two weapon
Hardpoints= two ranged attacks x two attack actions when stationary)
A Drone could also carry one Weapon and a Magic Bag with Pharma-Derms. (Or CW-
Macros, or Grenades)
Agents may face a mission where an enhanced Hacker’s Pet (with two
Countermeasures Pods, granting a +4 Bonus to the Splicer’s Cyber-related rolls would
be immensely useful.

28
Hacking
A decent hacker or cyber-warfare specialist can infiltrate and manipulate a computer
network from a different time zone. Given that most of the game’s mission areas are not
more than a few thousand square meters, cyber-warfare in Exploit Zero: Hostile
Takeoveris very much ‘tacti-hack’; tactical hacking in a confined, intimate space.
Corporate war or not, these actions are more a dog fight in a dark closet than massive
combined arms theater of operations.
Because cyber attacks and intrusions are conducted over the wireless networks in such
a small area, there is no Range Limitation or Line-of-Sight required for disruptive efforts.
So long as the Agent is active and able to perform Actions, they may engage in
cyberwar activities. This includes targeting facility security systems as well as enemy
robotic units.
Cyberwar rolls are subject to Firewall Security rated at level 1,2, or 3. Those values are
negative modifiers/penalties to any hostile cyber war attack rolls, 1 being stock civilian
security, two representing standard corporate security, and three being a classified or
secure network.
Note: Remote Agent Drone Piloting is the exception to the ‘no range limitation’ rule. In
order to exert direct control in a hostile environment, the Piloting Agent must stay within
18” of their drone. The Hacking or Disrupting Agent is not subject to that range limitation.
Hardpoint Terminals
Should the scenario have a terminal or similar hard point for network access, an Agent
may move into base-to-base contact, spend an Action to ‘Interact’ and jack in at that
location. While jacked in, the Agent’s cyber-war rolls receive a +1 bonus as well as an
additional 6” to their control radius. (24”)

3.3 TACTICAL UNITS


Agents may lead the missions but Tactical Units (TacU) form the bulk of your corporate
security forces. They do the majority of the fighting, the bleeding, and the dying.
“Agents get the stars. TacU get the scars.”

There are three types of TacU: multi-model Fire Teams or Drone Pods, individual
Specialists, and large Heavy Support Assets.

Remember, TacU are rated by Quality Die type. They will use only that die type to
resolve actions and each tier has a set number of available actions associated with the
dice they use.

29
D6 Tier = Free Move plus one action with D6.
D8 Tier = Free Move plus two actions with a D8
D10 Tier = Free Move plus three actions with a D10.

Multi -model units= three-model units


In the Exploit Zero: Hostile Takeover, TacU Fire Teams and Drone Pods are multi-
model units which at full strength are composed of three miniatures: three human
troopers for Fire Teams and three combat robots for the Drone Pods. Each TacU
operates as a team, performing the same action together and using their Quality Dice to
attempt those actions.

Standardized TOE
TacU follow a strictly limited Table of Organization and Equipment, so all member s are
equipped with the same armor, weapon type, and gear. It is recommended players use
models of similar type and appearance to easily distinguish one unit from another. See
below for details.

TacU Movement and Cohesion Radius


Multi-model TacU receive a Free Move of 6” each turn. Any subsequent movement is
determined using their Quality Die type. (D6, D8, or D10) For ease of play, multi-model
TacU have a cohesion radius equal to half the value of their quality in inches. (D6
Quality = a 3” cohesion radius. D8 = 4”, D10 = 5”) Models of the same unit must stay
within that radius to operate. If for any reason that cohesion radius is broken or
exceeded, the unit must spend its first available action reestablish cohesion.

Movement for a multi-model TacU is done by measuring from the center of that unit’s
cohesion radius in its current location to the new location. Players may position the
miniatures as desired in the new location so long as they don’t exceed the unit’s
cohesion radius.

This may occasionally result in an individual miniature moving slightly more than
6”, say from the rear of a formation in the old spot to the front of the formation in
a new one, but so long as the ‘center to center’ doesn’t exceed the unit’s
movement rate and the models remain in cohesion radius, it’s acceptable.

TacU Combat and Defense


In order to minimize the fussiness of combat with multi-model units and keep the Exploit
Zero: Hostile Takeover game flowing, combat resolution follows a streamlined format.
The initiating player is the Attacker, the recipient of their intended violence is the
Defender.

30
Per the core rules, both Ranged and Melee Combat is resolved using the TacU Quality
Die type. Units may attempt combat actions so long as the situation meets the standard
Range/Line of Sight criteria and the unit has sufficient dice in their action pool.

Ranged Attack Resolution – Fast Play Option One


When making a Ranged Attack action, a multi-model TacU declares its target, checks
Range and Line of Sight, then rolls their Quality Die, hoping for a success of 4 or better.
(+/- modifiers) To account for an increased volume of fire, this attack roll receives a
bonus of +1 for every model in the TacU after the first.

Examples: a D8 Fire Team of three troopers would roll a D8 and add 2 to the roll when
shooting at one model in an enemy unit. A Pod of D6 Drones reduced by one casualty
would roll a D6+1. A high tier D10 Fire Team down to a lone trooper late in the game
would roll a single D10 with no bonus modifiers.

In the event of a successful attack roll, the defending unit would then make a single
Dodge Defend roll on their Quality Die, plus or minus any modifiers for terrain or
equipment. (but not for multiple models) If successful, no casualty is suffered. If
unsuccessful, a single model from that unit is removed as a casualty per the Target
Priority guidelines in Section Two.

Ranged Attack Resolution – Option Two


The Fast Play Option One can be easily replaced with rolling and resolving each model’s
ranged attack separately, making multiple quality die rolls instead of one for the entire
unit. In this case, any hits are allocated using the target priority guidelines, and each
defending model must make a separate Dodge Defend roll, taking into account any
terrain or equipment modifiers. This method will increase game time as well as the
attrition rate, but it’s your corporate war, so it’s your call.

Melee Attack
Melee Combat is resolved in a similar fashion. For ease of game play, when a TacU
intent on Melee combat moves into contact with an enemy unit, all models in both units
are committed to fight. So long as one model of the initiating TacU can reach base-to-
base contact with one of the enemy models, players then move and arrange engaged
models one-to-one, squaring off wherever possible.

Option One – Fast Play Unit Attack v Unit Defend


Here, the initiating player makes a single attack roll for the entire unit on their quality
die, adding a bonus of +1 to their roll for every model after the first. The defending player

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does the same, adding a +1 bonus to their Dodge Defend roll for every model in their
unit after the first.

If the Attacking unit is successful and the Defending unit is unsuccessful, a single
defending model is removed as a casualty. That’s end. End of combat round.

Option Two – Separate Models, Separate Rolls


Again, players can opt to roll Attack and Defense for each model separately. Take any
and all modifiers into account and remove casualties from Defending unit.

If players choose to use this option and they encounter situations where one side in a
melee scrum is outnumbered, simply add a +1 modifier to the advantaged player’s
appropriate dice roll for every model over the first.

Note about Dedicated Melee Units


TacU Fire Teams and Drone Pods are most often equipped with Small Arms
to engage in ranged combat. However, if a player opts to create a dedicated
Melee TacU with no ranged attack capabilities, that unit should receive a +1
to their quality die rolls when attacking and defending in melee situations.
Players with miniatures modeled with both ranged and melee weapons
should clearly note whether that unit is Melee-specific or not, out of courtesy
to other players.

3.4 SPECIALISTS
The recruitment videos won’t admit it, but the blunt truth is multi-model TacU are Kevlar-
plated cannon fodder emblazoned with corporate logos. Brand-recognition meat shields.
Generally outfitted with Small Arms - or in special cases, standard melee weapons –
they are intended to support Agents, not replace them.

To supplement their combat effectiveness, the Board has allowed a limited number of
standard TacU personnel to become Specialists; individual infantry or drones equipped
with special support weapons.

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While not as versatile or lethal as their larger cousins, the Heavy Support Units,
Specialists play a crucial role on the battlefield and can mean the difference between life
and death (or radical disassembly, in the case of drones) to their TacU brethren.

A single trooper or drone, Specialists are always and only D8 Tier units. They operate
independently from the multi-model fire teams or drone pods. (Free Move + two actions
on a D8) As such, they do not have to adhere to any cohesion radius.

Allowing for Agent Command Parameters, a player may field up to two Specialists for
every two Agents. Be aware Specialists work best in support of multi-model TacU as
part of a larger, varied force of Agents, Fire Teams/Drone Pods, and Heavy Support
Units.

Human or robotic, Specialists can be equipped with one of the following options:
WEAPON LOAD OUT DESCRIPTION
Long Ranged Weapon (Sniper) 24” Range. Direct Fire. Single Target.
-1 Penalty to Defender’s DD roll
AOE Weapon 18” Range.
(Rocket or Grenade Launcher RL: Direct Fire, Small Blast Template
GL: Indirect Fire, Small Blast Template
Refer to ‘Grenade Rules’ for more details
Close Assault (Shotgun, Flamethrower) SAD Weapon. Teardrop Template.
-2 to all DD rolls in affected area.
CQB Specialist (Dedicated Melee) Melee Combat Only.
-2 to Defender’s DD roll

Note: Grenade Launcher Specialist has Frag or EMP Grenades only. Declare which
BEFORE firing. Use Small Blast Template to determine casualties.

Note on Game Models: WYSIWYG - IDM


‘What you see is what you get. Important details matter’ simply means models
should physically have the weapons and armor stated on their character sheet. I don’t
mean counting rivets or arguing over the durability of ceramic plates versus carbon fiber
nano-tubes. There’s no need to swap out your equipment items between missions or
purchase the same character in multiple poses/stances.
Important Details Matter. That said, if you stat out a Specialist with a sniper rifle, make
sure it has one. Create an HSU with ‘Jump Jets’? Select a miniature that has them. Or at
least something that could represent them. The intention of the WYSIWYG-IDM Rule is
to help all players identify models and capabilities quickly, eliminate confusion, and
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smooth game play. It’s meant to deter abuse rather than be a strait jacket or a source of
tension.

3.5 HEAVY SUPPORT UNITS


Heavy Support Units are the third main category of TacU. Unlike multi-model units of
three-persons or drones, or even single model Specialists, HSU are capable of being
customized with a variety of upgrade options.

Usually larger and certainly more lethal, HSU can be outfitted with different abilities,
weapons, and armor in order to compliment your force and perform distinct combat role.

Whether it’s a hulking exo-suit, a sleek, remote-piloted drone, a grav or motor bike, HSU
are available only in higher tier D8 and D10 quality.

HSU Specs and Options


All HSU receive a Free Move of
6”, an action dice pool based on
their quality, and access to the
tactical Upgrade Menu. D8
Quality HSU have two actions
with a D8 and two Upgrade
options. D10 Quality HSU have
three actions with a D10 and
three Upgrade options. Select
those options consistent with the
miniature’s physical properties.
WYSIWYG-IDM

Two Wounds
More rugged, each HSU also
takes two wounds before being
incapacitated. HSU wounds
should be marked with a token or
chit and do not degrade
performance the way they do with
Agents. The added robustness
simply reflects a heavier chassis
and durability.

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HSU TACTICAL UPGRADE MENU
D8 choose two. D10 choose three.
UPGRADE DESCRIPTION
Increased Movement +4” to Standard Movement Rate
(Ground)
Flight-based Movement Grav, hover, alien tech… this unit ignores terrain up to 2”
tall when moving over the ground and can fly to elevated
surfaces at no penalty.
Jump Jets (on Ground unit) This unit can move over terrain 6” tall x 6” wide at a cost
of one Move action. Or move from ground to elevated
surface 6”
Up-Armored +1 Modifier to DD rolls. This option can be taken twice
for cumulative effect.
Up- Gunned: Heavy Increase ranged attacks from 18” to 24”. Option can be
Weapon taken one time per HSU weapon.
Up-Gunned: SAD Ranged attacks use tear drop template. Option can be
taken one time per HSU weapon.
Up –Gunned: AOE Weapon Grenade or rocket launcher, HSU weapon uses Blast
Template to determine damage. This option can only be
taken one time per HSU
Enhanced Melee When making a Melee attack, HSU can attack every
hostile model in BtB. Roll and resolve each opponent
separately.
Increased Damage -1 Penalty to opponent’s DD roll. Can be taken one time
per weapon.
Hardened Systems -2 Penalty to all enemy Cyber-attack rolls and EMP
grenades. +1 related DD rolls.
Psi-Resist -2 Penalty to enemy Psionic attack rolls. +1 to related
DD rolls.
Targeting System HSU Only. +1 to Ranged attack rolls.

HSU are an opportunity for players to field those cool, larger models or special
characters. It’s a reason to create distinct specialized units that enhance their tactical
style as well as their corporate aesthetic, and fill the space between standard combat
troops and elite Agents.

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SUMMARY
Agents are the elites of the corporate
security forces. With an Action Die Pool,
a two-dice bonus for Actions and CAPs
related to their class, three wounds, and
an array of special Gear, they are
valuable and deadly assets. With new
CAP restrictions by class, each agent
performs a very specific role on the
battlefield.
TacU form the bulk of the corporate
armies. They are rated by Quality Die
(D6, D8, or D10) with the resolution of in-
game action and number of available
actions linked with the die type. (D6 =
Free Move + 1 Action. D8 = Free Move +
2 Actions. D10= Free Move + 3 Actions)

There are two classes of TacU: multi-model Fire Teams or Pods of Drones, and
individual HSU. Multi-model TacU are generic troops that operate as a unit, moving and
engaging in combat together. HSU are only available in higher tier D8 and D10 quality.
These are individual specialists and models that can be customized from a menu of
combat upgrades.

Agent Drones are different from the standard TacU variants. Specific to the Splicer
class Agent, they must be piloted remotely via the Agent’s transferred actions, and can
be outfitted with various tactical accessories from a menu of Hard Point Modules.

Hacking and cyber-war actions are the near-exclusive province of the Splicer-class
Agent. Macro Programs are the only exception. In the confines of the small mission
area, there is no Line of Sight or Range restriction on hacking and intrusion attempts.
However, remote piloting of an Agent Drone is limited to 18”.

“Opportunities multiply as they are seized.”


Sun Tzu

36
37
PART FOUR: AREA OF OPERATIONS
Mission Areas – Command Parameters – Mission Objectives
– Non-Combatants

4.1 MISSION AREAS


Combat operations in the dense urban sectors of the grimy chrome future means your
forces will deploy to a variety of mission areas. Below, you’ll find the guidelines for
deploying forces and how to achieve victory by taking primary and secondary objectives.
These, in turn yield valuable Resource Points to the player that takes them.

Whether you’re fighting a single Sprawl Skirmish or a Corporate War campaign, the
mission areas – which in the mega-cities are known as ‘districts’ – are rated by one of
four designations: Commercial, Contested, Chartered, or Corporate.

Area Designations
A district’s designation is important because it determines three things:
1. The number of Agents that can be deployed by each side for a combat mission.
2. Because Agents command their corporation’s private armies, the number of Agents in
the field factors into the composition of TacU forces that can accompany them.
3. Each district type also offers a different amount of available objectives and thus,
Resource Points. (More on those further in)

Commercial Districts are the shopping and low-level residential areas that act
as buffer zones between major corporate territories. Supposedly neutral areas,
there are strict limits on the open show of corporate force and the presence of
corporate security teams.
The number of Agents that can operate in a Commercial District is three per
side and the number of available Objectives is four.

Contested Districts are affiliated with a specific corporation but are not formally
associated with them. Restrictions on corporate security presence are eased
somewhat and as a result these areas see a fair amount of combat.
The number of Agents that can operate in a Contested District is four per side
with a total of five Objectives in these mission areas.

Chartered Districts are recognized subsidiaries of a specific corporation, bound


by legal and economic ties. Home to research campuses, high-end arcologies,

38
and affiliated business interests, the presence of security forces is common and
expected.
Each Corporation can send five Agents into these districts and there are six
available Objectives.

Corporate Districts are the sovereign territory of the corporation itself. This is
where you’ll find dedicated financial institutions, executive residences, top secret
labs, and vital corporate infrastructure, all of which are heavily guarded by high
tech security and rapid response teams.
Six Agents can operate in a Corporate District and there are seven available
Objectives.

Starting Deployment Zones


Unless a particular narrative calls for something different, players will deploy their forces
on opposite sides of the mission area anywhere along the edge up to three inches in.
Units cannot be targeted in their deployment positions until they have activated. After
that, they’re fair game.

4.2 COMMAND PARAMETERS


While a corporation may send whichever Agents they deem necessary to mission
requirements into a particular district, mixing and matching without restriction, that
district’s designation limits the total amount of Agents that can operate there. Per the
Command Parameters, that number then affects the quantity and quality of TacU linked
to those Agents on a given mission.

The guidelines for Agent Command of Tactical Units are as follows:

One Agent can oversee one D6 Quality Fire Team or Drone Pod.
Two Agents can oversee two D6 Quality TacU or one D8 Quality Fire Team, Drone
Pod, two D8 Specialists, or one D8 HSU.
Three Agents can oversee a combination of the above, or one D10 Fire Team,
Drone Pod, D8 Specialists, or D10 HSU.
Four or more Agents can deploy any combination of the above.

For example, five Agents could command five D6 Fire Teams/Drone Pods. Or
two D8 and one D6 quality TacU. Or one D10 and one D8. The combination
depends on your tactical style, miniature collection, and preference.

39
Note those are the default Agent command
guidelines and the minimum composition of
forces that are available for combat in a
given district. Additional TacU above and
beyond the default parameters can be
deployed, exceeding the standard
restrictions, but only by spending
accumulated Resource Points prior to a
new campaign mission. Section Five has
the details on Resource Points and
additional forces for your Assault Team.

4.3 MISSION OBJECTIVES


In Exploit Zero: Hostile Takeover, each of
the four mission areas offers a different
number of objectives, each of which is worth
one Resource Point. Full details on
Objectives and Resource Points in a
Corporate War Campaign can be found in
Section Five. For now, know that each
district has three Primary Objectives and a variable number of Secondary Objectives.
The player who claims the majority of Objectives in any given mission area is
considered the winner of that district.

Primary Objectives
All Primary Objectives are set in stationary locations spread evenly throughout the
battlefield on the centerline between the two opposite deployment zones.

In game-narrative terms, these should be thematic items consistent with your setting and
game narrative. That can be a data terminal, a fiber cable junction, a surveillance mast ,
a cache of weaponized nanties, a crate of bio-stims, a truck loaded with medical
supplies, or whatever your imagination conceives

For smooth game play, these Primary Objectives should be associated with a small to
mid-sized scenic item, and clearly marked. For consistency’s sake, it’s recommended
these are mounted on 40mm -60mm bases, but use whatever is handy in your
collection. Base size is secondary so long as all players understand what and where the
main objectives are.

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Secondary Objectives
The Secondary Objectives take the form of VIP Recruits. These are individual non-
combatants moving around the mission area that can be ‘persuaded’ to join a
corporation. (An Agent must interact with them. More on that in Section Five.) VIP
Recruits can be represented by a special token or an individually-based non-combatant
miniature. (A single civilian)
There are other civilians in the mission areas. In contrast to VIPs, these operate in large
groups - or ‘Crowds’ - and tend to be more a nuisance (a.k.a. ‘ambulatory terrain’) than a
positive contribution to a force’s success. Civilian crowds should be mounted on or
represented by a round 60mm base. With or without civilian miniatures, so long as they
are clearly marked as such. See Section 4.4 for more details.
Note: HO Scale architectural/model train figures are an excellent, inexpensive source for
civilian figures.
Number of Objectives, Recruits, and Civilians by District
DISTRICT PRIMARY OBJECTIVES VIP RECRUITS CROWDS
Commercial 3 1 4
Contested 3 2 4
Chartered 3 3 3
Corporate 3 4 2

MISSION AREA SETUP


Mission area set up should adhere to the following format regardless of the mat size or
district designation.

1. Plenty of Terrain
Large and small. Structures, machinery, vehicles. Whatever your collection and
imagination allow. Whether it’s urban sprawl, tangled industrial, a toxic empty zone, or
well-groomed corporate research campus, you want lots of cover for your troops.

2. Deployment Edges
Unless your scenarios calls for specific insertion points, once the mission area is set up,
players should deploy their corporate forces along opposite sides of the game mat/table,
anywhere up to 3” from the edge.

3. Primary Objectives, Secondary Objectives, and Civilian Crowds


Place the three Primary Objectives evenly across the centerline of the table between the
two deployment edges, one in the middle and one to either side. Each objective should
be clearly marked, and ideally, linked with a static terrain scenic item.

41
Next, place the Non-Coms - the Civilian Crowds and the VIP Recruits. Ideally, Civilian
Crowds are mounted on or represented by 60mm bases. VIP Recruits are mounted
individually or 25 - 32mm bases. These also should be scattered evenly throughout the
mission area in locations that make sense for the particular game narrative. If there is no
specific narrative, then place them evenly along the mission area’s centerline.
Movement and Interaction rules for Recruits and Crowds can be found in Section Five.

CLAIMING OBJECTIVES
Victory in either a single, Sprawl Skirmish game or a mission in a longer Corporate War
Campaign goes to the player who manages to claim the great number of Objectives,
either Main static objectives or Secondary Recruits.

Only Agents can claim Objectives.


To claim an objective, an Agent model must be in base to base contact with the
Objective token/terrain scenic or the VIP Recruit model. That Agent must then roll two
successful Interact actions. These Interact rolls do not have to take place in the same
turn but they cannot be substituted for a Free Move. Once an Objective has been
successfully claimed by two Interacts, remove the token or Recruit from the table and
mark it as a victory point for the claiming player.

When in the process of claiming, mark each Interact success with a small token or paper
chit next to the objective. If the claim or persuasion effort is interrupted after the first
success and the Agent model is forced to break contact, the effort can be resumed later,
provided an opponent hasn’t claimed the objective in the interim.

Jumping a Rival’s Claim


If an objective is partially claimed (one success) and an Agent is forced to break contact,
that objective is still technically considered open. A rival Agent may step up and begin
the process for their side. However, their opponent’s success must first be undone. This
undoing also requires two successful Interact actions. Once the objective is cleared, the
rival Agent may begin the claiming process. A claimed objective with two successes
cannot be undone.

Tag Team
Even though it requires two successful Interact actions to claim an objective, they do not
have to be performed by the same Agent. Two Agents may separately apply successful
Interact rolls to a single objective, provided each is in base to base contact when they do
so.

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4.4 NON-COMBATANTS
Like it or not, non-combatants are part
of the urban combat landscape,
particularly in the Commercial and
Contested districts.

As mentioned previously, VIP


Recruits are represented but
individually-based figures or specially
marked tokens, while Civilian Crowds
are mounted or marked by 60mm
bases. Both types play a minor but
active role in the mission area.

Non-Com Activation
All Non-Coms, VIP Recruits or
Civilian Crowds, activate at the end
of the game turn, after all units on
both sides have gone.

Taking turns and moving from one


side of the board to the other, players
should alternate activating all Crowds and any unengaged VIP Recruits. To determine
the Non-Com’s movement and direction, simply apply a variation of the ‘Grenade Drift
Rule’ to each individual and multi-model base.

Non-Com Movement
Roll a D10 for each Non-Com unit. The point of the die face arrow determines the
direction of the movement from its current location, the number shown is the distance in
inches. The Non-Com individual/crowd then remains in that spot until the next turn. If the
movement is stopped or interrupted by terrain or scenic item, the Non-Com halts there.
Non-Com Special Rules
1. All Non-Combatants block Movement, Line of Sight, and Direct Line of Fire.
2. VIP Recruits and Civilian Crowds have no Dodge Defend stat. Any damage is an
automatic fatality.
3. Per international law and corporate treaties, non-combatants are strictly off limits
during combat operations. Large fines, heavy penalties, and mandatory restitution are
incurred by any corporation causing civilian casualties. As such, any corporate security
force that directly or indirectly injures a non-combatant immediately loses one

43
Resource Point per VIP Recruit of Civilian Crowd that is damaged. (This penalty is
cumulative, so unlucky or sadistic players can end up with negative RP values.) Also,
the offending Agent or Tactical Unit automatically loses their next activation.

Herding Cats Rule (Optional)


No one knows for certain who started the practice but several years ago the highly illegal
‘herding cats’ tactic was caught on video during the PharmaCon Worker’s Strike in the
Osaka Prefecture.

PharmaCon security troops were seen firing over the heads of civilian crowds in an
attempt to steer them toward the armed protestors. It was a blatant attempt to delay or
deny their opponent’s movement and use non-combatants as obstructions and human
shields.

After the strike was put down, the head of PharmaCon Security was severely
reprimanded but other mega-corporation took notice and the risky and officially censured
practice of ‘steering’ crowds was adopted by security forces worldwide.

To ‘steer’ a Civilian Crowd, a player may ‘fire over their heads’ by making a successful
Ranged attack. A standard 4+ success lets the player move the crowd up to six inches
in a straight line in any direction desired. (terrain and obstacles will halt the crowd’s
movement) Failure on a ranged attack roll means the shots went into the crowd. The
Crowd is immediately removed from the game, the player loses One Resource Point
(See Section Five) and the offending unit loses their next turn.

SUMMARY
Mission Areas. Whether you’re playing a one-of Sprawl Skirmish or running an
operation as part of a Corporate War campaign, missions take place in specially-
designated districts: Commercial, Contested, Chartered, and Corporate. Each type has
a ceiling on how many Agents can be deployed there by each corporation. This in turn
affects the quantity and quality of the Tactical Units that accompany them.

Commercial = Three Agents per side.


Contested = Four Agents per side.
Chartered = Five Agents per side.
Corporate = Six Agents per side.

Command Parameters. While there is some latitude in force composition, command


and control guidelines determine organization of a player’s assault team. In general, the

44
more Agents engaged in an operation, the higher the quality of the TacU available.
Players can mix-n-match various levels of Fire Teams, Drone Pods, Specialists, and
Heavy Support Units however they want, so long as the combination doesn’t exceed the
“Agent to TacU” framework below.

One Agent can oversee one D6 Quality Fire Team or Drone Pod.
Two Agents can oversee two D6 Quality TacU or one D8 Quality Fire Team, Drone
Pod, two D8 Specialists, or one D8 HSU.
Three Agents can oversee a combination of the above or one D10 Fire Team, Drone
Pod or one D10 HSU.
Four or more Agents can deploy any combination of the above.

Mission Objectives vary by district. There are always three stationary Primary
Objectives centrally located on the battlefield. Secondary Objectives in the form of
individually-based non-combatants called ‘VIP Recruits’ are also in the mission area, the
number of which changes according to the district’s designation. Remember, claiming an
Objective requires two successful Interact actions by an Agent while in base-to-base
contact.

Non-Combatants come in two types: individual VIP Recruits and Civilian Crowds. VIP
Recruits are based individually while Crowds should be mounted on or represented by
60mm bases. VIP Recruits can yield additional Resource Points while Civilian Crowds
are essentially mobile terrain that can sometimes be ‘steered’ with ranged weapon fire.

“War is the most profitable business on earth.”


Ivan Kruschenko-Daladiat. CEO of Hachiman International Arms

45
46
PART FIVE: STRATEGIC MANAGEMENT
The Long Game – Rules of Engagement – Resource Points – Additional
Forces and WBOM – Agent Reputation

5.1 THE LONG GAME


Corporate War campaigns are built on the vicious Sprawl skirmishes between rival
security forces, but the difference is that players have formed their own corporation and
will now track victories, losses, and resources on a gridded campaign map over the
course of multiple battles.

In a Corporate War, players must not only fight well but consider the bigger picture as
they build their forces and strategize. Resources need to be juggled as they plan
missions and deploy assault teams in an effort to carve a path to their rival’s
headquarters – all while defending their own territory from their opponent’s incursions.

When engaging in a Corporate War campaign, the mission areas will be set up the same
way with district designations, terrain, Agent restrictions and command parameters,
variable objectives, etc. Linked together in a larger scale, each battle will bring its own
tough choices, precious resources, and precarious opportunities.

CAMPAIGN MAP
At the center of a Corporate War is the Campaign Map: an urban sprawl with a grid
overlay. There is a sample map on the next page and blank ones in Section Seven. Feel
free to use them, or make your own.

The number of squares on the map isn’t as critical as the overall layout of districts. The
campaign map represents two opposing territories separated by a thin centerline of
neutral districts. Obviously a map with more squares means a longer campaign, but
yours should have enough to accommodate the following minimum layout:
1. A center line of districts designated as COMMERCIAL
2. Two districts on each side of that Commercial buffer listed as CONTESTED.
3. Two more districts on each side marked as CHARTERED.
4. Two additional districts on each side designated as CORPORATE, one of which is
marked as a HEADQUARTERS for each player.

Once the neutral Commercial centerline has been established, players take turns
marking an equal number of each of the districts on their side of the line, filling the empty
squares in their respective territories.
47
48
When complete, each player should have a copy of the same map, with no empty
districts and an identical number of each designated district on either side of the neutral,
Commercial centerline. (Note: this is not identical placement. Arrangement of districts in
their territory is up to the individual player.) The total number of districts on a map is up
to the players, so long as they meet the minimum requirements above and each player
has the same amount of each district type.

5.2 RULES OF ENGAGEMENT


“Turning a Riot into a Ping-Pong match” To impose an orderly system on cut throat
corporate carnage, all Corporate War campaigns follow four basic rules:

Rule 1: All Corporate Wars begin in a Commercial District.


The neutral buffer zone of Commercial districts is the starting line. To begin a Corporate
War, both players roll for initiative on a D10. Re-roll any ties. High number wins. From
there, the winning player will select one of the centerline Commercial Districts as the site
of their first combat operation and
begin an incursion into their rival’s
territory.

The mission area is set up with


appropriate terrain, Primary and
Secondary Objectives, and Non-
Coms according to the table on
page 41.

Next, each player will select the


number of Agents allowed in the
district – that being three in the
case of Commercial areas – and
then create their assault team
according to the Command
Parameters on page 39.

Again, players can choose any type


or combination of Agents, so long
as they don’t exceed the number
permitted in that district.

49
The combat is then gamed out on the table top with the results noted on both players’
campaign maps. The player who takes the most objectives will mark that district for their
corporation on the campaign map.

Note: a tie means the battle will need to be refought until one side claims victory.

Operational initiative then switches to the other player who may then select a district on
the campaign map for their own operation – which brings us to Rule 2.

Rule 2. Choose Incursion or Counter-Attack


After a battle’s results have been determined, operational initiative alternates to the
other player, who may then chose one of three options:
A. Initiate combat in an unclaimed Commercial district.
The player may try to seize a neutral Commercial area to begin their own
advance into their rival’s territory. Set up the mission area according to its district
guidelines and fight.
B. Initiate combat in a district adjacent to one currently controlled by their
corporation.
‘Controlled’ is defined as a district on their side of the neutral Commercial line, or
a district in the rival’s territory they have successfully taken. Declare combat
operations in a district adjacent (not diagonal) to one they currently control. Set
up the mission area on the table top according to the district guidelines and fight.
C. Counter-attack the district just claimed by their opponent.
The player may opt to counter-attack in a rival’s newly-claimed area, either in the
Commercial centerline or their own territory. Follow the district set up and the
Agent/TacU deployment guidelines, and fight. Note that a territory may only be
counter-attacked one time. To keep the campaign from getting bogged down,
the results of the second battle are permanent for the rest of the campaign.

After the second player has gone, operational initiative then reverts back to the first
player, who then selects one of the above responses and undertakes their own mission.
Operational initiative then alternates until one side achieves victory.

Rule 3. Minimum Force Allowances by District


In order to keep both players viable over the course of a campaign, both sides always
have access to the minimum number of Agents/force deployment allowed by a district,
(see page 39) regardless of how their forces performed in previous missions.

This means a player fighting in a Chartered District midway through the campaign can
always field five Agents - and command a corresponding assault team - no matter how

50
poorly they have done in early games. They may not have Resource Points for
additional forces but they always have the minimum allowed in a district. (See the 5.3 for
an explanation of Resource Points)

Rule 4. Carve an Unbroken Path


Before you can launch an assault on your rival’s corporate headquarters, you must
control a string of connected districts through their territory, beginning at the Commercial
centerline all the way to their HQ district.

‘Connected’ is defined as having a common side, so diagonals do not count. The


connected districts may meander and turn but the final attack on an opponent’s
headquarters cannot take place unless and until that unbroken path is established.

Remember, should a player’s headquarters be seized, they have one opportunity to


counter-attack and take it back. Once this has been done – win or lose - the campaign is
effectively over as the result of the counter attack is permanent. It’s time to buy or paint
new miniatures and form new corporations for another campaign.

5.3 RESOURCE POINTS


The currency of a Corporate War
campaign is Resource Points.
Resource Points allow players to bring
additional force to bear in campaign
missions, either by fielding extra TacU
above and beyond the normal Agent
Command Parameters, or by running
WBOM Ploys prior to a particular
mission. (See Section 5.4)
One Resource Point is awarded to a
player for each Primary or Secondary
Objective taken in a mission. Keep a
tally of Objectives/Resource Points on
the corporation’s stat sheet.
Resource Points can be saved and used
whenever a player desires in the course
of a corporate war campaign, and are
‘spent’ by players prior to the setup of
any combat mission.

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Players must declare how and when their RP are being used, and once used, they are
removed from the player’s pool. More Resource Points can be acquired by taking more
Objectives.

5.4 ADDITIONAL FORCES AND WBOM PLOYS


As mentioned, Resource Points allow a player to influence an upcoming combat
operation either by increasing the size of their assault team above and beyond the
default Agent Command Parameters for a given district, or by engaging WBOM Ploys.
Both are explained below.

Additional TacU
While the number of Agents allowed on a combat operation cannot exceed that district’s
restrictions – see page 44 - extra Tactical Units are available on a per-mission basis and
can be purchased by ‘spending’ Resource Points.

TacU Cost
1 Resource Point = 1 D6 multi-model TacU (Trooper or Drone)
2 Resource Points = see above or 1 D8 multi-model TacU (Trooper or Drone)
3 Resource Points = above or 2 D8 Specialists or 1 D8 Heavy Support Units
4 Resource Points = above or 1 D10 Multi-model TacU (T or D) or 1 D10 HSU

Note: these additional forces are only available for one mission and must be used in the
mission in which they are purchased.

WBOM Ploys – War by Other Means


“War By Other Means” ploys are oblique but nonetheless aggressive actions designed to
influence the outcome of a particular battle. Meant to be used against your opponent in
conjunction with a combat operation, they are in essence “off-table” strategies that affect
on-table capabilities.

There are four WBOM ploys. Each one costs three Resource Points. To purchase a
WBOM ploy, a player simply spends accumulated Resource Points and marks it on their
corporation’s stat sheet. (or see Section Seven for a set of printable WBOM cards.)

Players should notify their opponent of the purchase but they do not need to specify
which ploy was taken. Ploys can be held in reserve and do not need to be played the
turn in which they were purchased.

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Engaging a WBOM Ploy
When a combat operation has been declared and players are composing their assault
teams in accordance with the mission district’s guidelines, players may then engage
WBOM ploys which immediately go into effect for the subsequent mission. See below for
details. Players may engage as many WBOM ploys in their possession as they want,
although no WBOM ploy can be played twice against an opponent in the same mission.
(No E-War or Financial Leverage double tap in a single game)

WBOM Ploys (Cost three RP each)


1. E-War
Your geek division launches a concerted attack on your rival’s tactical network.
Your own Firewall rating is boosted by one level and all your cyber-war rolls
receive a +2 bonus.
2. Financial Leverage
Market manipulation, extortion, bribes, whatever undercuts your rival’s stock
value. Your opponent loses two Resource Points worth of TacU for the next
mission. Even reduces minimum force deployment quotas.
3. Info-war Campaign
Fake news with a side helping of viral memes. When dealing with VIP Recruits
and Non-Coms in the next mission area, all your ‘persuasion’ and ‘herding cats’
rolls are at a +2 bonus while your opponent’s suffer a -1 penalty.
4. Counter Measures.
Your counter-espionage department earned their salaries this month. Use this
‘Nope’ card to negate any one of the above ploys.

Remember, Resource Point purchases are one time expenditures, so extra TacU forces
bought with RP do not carry over into subsequent missions, and WBOM Ploys do not
stay in effect after the mission they are engaged.

So spend your RP wisely and always try to take objectives. Even if you don’t get the
majority to claim the district for your corporation, they still can be acquired and used to
help you take control of one, or take one back, later in the campaign.

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5.5 AGENT REPUTATION
When engaging in a Corporate War campaign, players have access to an unlimited pool
of Tactical Units, Specialists, HSU, and Agents. Assault team composition is subject to
district restrictions on Agents and Agent command parameters, but most combat losses
are recouped between missions, and units of all types are available in any quantity
desired.

Generic versus Named


TacU, Specialists, and HSU are considered ‘generic’ forces in that while a player may
field the same models numerous times over the course of a campaign, those generic
units do not accrue experience or gain further abilities by participating in multiple
missions.

Agents are a different matter. Again, Agents of all Specialization Protocols are available
in any quantity needed over the course of a corporate war, but should a player wish to
‘name’ a particular Agent model and field it/them repeatedly, then that Agent becomes a
character in its own right.

Having a Reputation
One benefit of participating in and surviving multiple combat operations is that Named
Agents acquire a ‘Reputation’. For every three missions a Named Agent deploys and
survives, they gain one Reputation point, which in game terms, translates to:
A. One re-roll per game. Any roll. The results of the re-roll stand.
B. a +1 bonus to their individual “Persuade” and ‘Herding Cats’ rolls.
So a Named Agent that had participated in six missions would have two re-rolls per
game and a +2 to their rolls when dealing with VIP Recruits and Civilian Crowds.

If an unnamed Agent is killed, they may be replaced the very next mission with the same
or a different type. However, if a Named Agent is killed, their Reputation dies with them.
A player may field the same model again but all accrued benefits are lost and the
reputation must be built again from zero.

SUMMARY
Campaign Maps are the vital component to a Corporate War Campaign. A gridded map
of an urban area, each grid square is a district and each district is designated in one of
four classifications: Commercial, Contested, Chartered, or Corporate. Each player
should have a copy of the map and all tabletop battles are tracked on the Campaign
map. District designations affect the number of Agents allowed to deploy for combat

54
operations which in turn influence the quantity and quality of the assault team that
accompanies them.

Rules of Engagement for Corporate War campaigns follow four basic rules: 1. All
conflicts start on the neutral Commercial centerline. 2. Players alternate initiating combat
operations, either advancing into new district from an adjacent district, or launching a
one-time counter-attack in a district recently lost. The results of the second battle are
final. 3. Players can always field the maximum number of Agents allowed by a district
and subsequently, an assault team that corresponds to the Command Protocols. Any
additional forces above and beyond the command restrictions must be purchased with
Resource Points. 4. To win a Corporate War campaign, a player must be the first to
have an unbroken path through their opponent’s territory from the neutral centerline to
their rival’s corporate headquarters, and then takeover that HQ district via combat on the
tabletop.

Resource Points are the currency of a Corporate War campaign. Each Mission
Objective – the stationary Primary objectives or the Secondary, VIP Recruits - is worth
one Resource Point. These can be stored up and spent when and how the player sees
fit. Once spent however, new Resource Points can only be acquired by taking objectives
in new missions.

Resource Points can be used to purchase additional TacU for a combat operation, or for
strategic War-By-Other-Means ploys that affect the operational landscape in different
ways.

Players have access to what is essentially an unlimited supply of combat assets for their
campaign. However, should a player wish to “name” specific Agent models, those
Named Agents can acquire Reputation Points by participating in missions. (Three
Missions to One Reputation Point.) These Reputation Points translate to free re-rolls
each game, as well as bonuses when dealing with Non-Combatants. This can provide a
small but critical advantage in the right circumstances. However, a Named Agent’s
Reputation dies with them if they are killed on the battlefield.

“Strategy without tactics is the slowest route to victory.


Tactics without strategy is the noise before defeat.”
Sun Tzu

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56
PART SIX: CONCLUSION
Corporate Identity – Tactics and Tricks – Parting Shots

6.1 CORPORATE IDENTITY


A corporate war requires corporate-level firepower. You know that already. But first, you
need to pick your poison…. what flavor of cold-blooded mega-corp are you?
- A ruthless media conglomerate with a police-trained security division in designer
uniforms?
- A maverick bio-tech startup that subcontracts “kinetic work” to street gangs
backed by their very own gene-tweaked, combat bio-forms?
- Maybe a mil-tech robotics firm with nerd-on for drone swarms and cyborg troops?
- How about a small, veteran-owned private security outfit kitted out with stolen
spec-ops gear that freelances for the highest bidder?
- Or there’s always upgraded Yakuza gangers willing to protect a Neo-Tokyo
keiretsu secretly owned by an autonomous A.I. named ‘Wintermute’.
- Whatever your augmented, neural-fibered, network-synced imagination comes
up with. Your corporation – your call.

Game-wise, creating a fictional corporation will give you three important things:
1. A distinct theme for your troop choices. You might be partial to robotic troops and
drones. Or you want those few elite teams backed by sniper specialists and exo-suit
HSUs. A specific corporate identity lends focus to the unit choices in your assault teams.
2. A definite combat style. Be that swarm tactics as your Agents direct mobs of low-tier
troops to lay down fire while they take objectives. Or a series of swift, surgical strikes by
a high-rep Agents and a few elite units. A back story isn’t just fluff – it incentivizes
specific tactical approach to the game.
3. The opportunity to hunt down those perfect miniatures. An ‘open-miniature’ game
means you can use miniatures from any manufacturer you want to create the deadliest,
coolest looking assault team you can.

Exploit Zero: Hostile Takeover is designed to be an easy-to-learn game that


encourages players to use their favorite cyberpunk or near-future miniatures to drop

57
right into battle with minimal expense and prep time. The goal is enjoy the hobby, to
create stories on the tabletop as you and your friends launch operations in a fictional
mega-city, each for your own corporation’s dominance in whatever gritty future you find
yourself in.

6.2 TACTICS AND TRICKS


Learning the ins-and-outs of a new table top
game can be tough at first, so here are a few
bits of tactical advice.
1. Use your Agents/Protect your Agents.
Agents have multiple wounds, cool gear, and
special abilities. (not to mention mirror shades
and trench coats) They’re also the only ones
who can claim objectives, so they need to be
smart.
Our advice? Use TacU to draw fire and screen
their advance. Used right, Agents are
absolutely deadly on the battlefield. Dead,
they’re only good for spare parts.
2. Beware leaning on Specialists and HSUs
You’ve selected your Agents. Now you need to bulk out your assault team. Your eye
falls on several awesome mech suit figs and a pair of snipers. They’ll fill the Agents
Command Parameters for the District you’re about to deploy in, but hey, they’ll look
great. Which is fine, because ‘coolness quotient ‘ is important.
Just be aware that your Agents will already be doing most of the heavy lifting trying to
get objectives, and fielding fewer TacU – however cool - means you can’t absorb many
casualties or cover a lot of area. One hard-learned lesson from our games is that
Specialists and HSU work best in conjunction with multi-model fire teams and drone
pods. Never underestimate a lowly D6 fire team behind Hard Cover with a good lane of
fire.
3. Remember there are multiple Objectives
There’s no rule that says Main Objectives are “better” than Secondary ones. Each type
gives one Resource Point and multiple objectives in the battle space means even if your

58
assault team doesn’t perform to standard, you don’t have to walk away from a game
empty handed. Think laterally and don’t get sucked into a meat grinder over one spot.

4. Spend your Resource Points wisely


Of course you can run a One-Shot mission in
any District you want and allocate additional
Resource Points to each player so they can
expand the size of the assault teams beyond
the defaults. But if you’re playing a Corporate
War Campaign, you’ll want to be smart and
steady about when and how you spend those
hard-won Resource Points. They don’t
expire, so by all means use them to give
extra punch to your assault teams, but
splurging right away after every battle means
you might not have them later for that one
critical mission on the doorstep of your rival’s
Headquarters. Keep the pressure on and
plan ahead.

5. WBOM Ploys are very handy


There’s no substitute for boots on the ground/drones in the air/cyborgs in the sprawl,
very true. But the War-By-Other-Means ploys can be a nasty little surprise for your
opponent or a much needed boost for your crew when the time is right. Nothing like
sweeping up all the VIP Recruits after you’ve run an Info-War media blitz, or seeing their
face when they have to drop some additional reinforcements after you’ve exerted some
Financial Leverage right before a mission.

Of course we could discuss optimizing HSUs, using cover and smoke grenades,
employing EMPs and Splicers against drone-heavy opponents, or Shivers to rattle
enemy fire teams, but I have a strong suspicion players will work out those particulars
for themselves soon enough. The above are a few splinters of hard-earned advice
learned through a number of ugly brawls and vicious fire fights in the rain-slick, neon-
glare tangle of New Kowloon.

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Heed it. Ignore it. Forge your own tactics in the crucible of battle. Whatever you choose,
we wish you good luck.

6.3 PARTING SHOTS


Exploit Zero: Hostile Takeover. Corporate War in a Cyberpunk Future is the latest
iteration of what started as a homebrew set of rules a couple years ago. Made for fast-
play cooperative games with my local gaming group, it’s grown a bit since then.

While not oriented toward Solo/Co-op play the way the original (but recently re-titled)
Exploit Zero: Cyberpunk Espionage and Mayhem and the Tsim Sha Tsui
Expansion books are, the goal is still the same: a fun, thematic game with a shallow
learning curve. Something simple but not simplistic that lets you and your friends get
models on the table and into combat right away. Easy dice mechanics, an ‘open
miniature’ format, and a menu of options for all troop types that keeps them tactically
distinct as well as customizable. Add to that some light resource management, a simple
advancement system for the Agents, and a gridded ‘capture the flag’ campaign map.
That was the objective.

This won’t be for everyone. EZ:HT is definitely on the ‘beer and pretzels’ side of the war
game spectrum. If you’re looking for more crunch, competition, or a closed, proprietary
game system with well-established lore, there are plenty of excellent options on the
market. This isn’t one of them.

Before I close, I need to thank the members of the Cape Cod Wargame Commission
who have graciously endured far too many play test games and gone on to provide
invaluable insight and feedback; the most excellent and inspiring comrades at the
Stalker7 Facebook Group; overseas friends like Mark Hannam, Søren Emil ‘Bloodbeard’
Bay, Alex Speight, and Bill Pryce-Thomas. Your encouragement was invaluable,
especially in the deep strangeness of 2020. Thank you all.
Good Hunting,
Patrick Todoroff

Cape Cod, MA

1/2021

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61
PART SEVEN
Resources – QRS - Blank Stat Sheets - Sample Campaign Maps

ASSORTED TABLETOP RESOURCES

So you’re looking to fight a corporate war but unsure where you can pick up good
cyberpunk miniatures and terrain. There are two lists below. Please note they are
suggestions, not endorsements, and the lists are by no means comprehensive. Also,
they focus on 28mm ranges that have more of a gritty cyberpunk aesthetic than straight
up sci-fi, but by all means use what you want. They are offered as starting points for
your search.

*There are also a number of outstanding sources for 15mm stuff, such as Ground
Zero Games, Khurasan, Rebel Minis, and Brigade Games. I’m heavily invested in
28mm so anyone familiar with the smaller scale could easily compile a more
thorough list.

CYBERPUNK MINIATURES
Corvus Belli - Infinity miniatures. (Some more than others, IMO)
Monster Fight Club – Cyberpunk Red figures
Post Industrial Games – Human Interface board games. (excellent miniatures)
Papsikels Patreon (3D Prints STLs)
Unit 9 Patreon (3D Print STLs)
Scotia Grendel - Void/Urban War line
Reaper Miniatures – Chronoscope range in particular.
Pig Iron Productions – great options for TacU especially.

CYBERPUNK TERRAIN
Warsenal – super nice laser-cut mdf
Brutal Games – more nice laser-cut mdf
Antenociti’s Workshop – high-end, great kits.
Custommeeple – still more laser-cut mdf
TT Combat - yep, you guessed it: laser-cut mdf
Plast-Craft – pre-cut, pre-colored PVC and HDF

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EXPLOIT ZERO: HOSTILE TAKEOVERMISSION SHEET

District Designation: ________________________ Agents Allowed:_____________


Agents Deployed: ______________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
TacU Deployed: ________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
Primary Objectives Achieved: ____________________________________________
VIP Recruits Persuaded: _________________________________________________

AGENT ACTIONS AND DICE POOL


Free Move = 6”
All other Actions must be attempted using Dice Pool
Dice Pool: D6, D8, D10
One Die Type per Action Attempt. 4+ is a Success (after modifiers)
Modifiers added/subtracted from Die Roll.
Two Dice Bonus for SP-linked Actions and SP-linked CAPs = roll two of selected type
and choose best result.
AGENT WOUNDS
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
COMBAT
Ranged Attacker must have Line-of-Sight.
Melee Attacker must be in Base-to-Base contact.
TERRAIN MODIFIERS
Obstruction: -2 to Attack Roll
Light Cover: -2 to Attack Roll and +1 to Dodge/Defend Roll
Heavy Cover: -2 to Attack Roll and + 2 to Dodge/Defend Roll

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EXPLOIT ZERO: EXPLOIT ZERO:
HOSTILE TAKEOVER HOSTILE TAKEOVER
AGENT NAME________________________________ AGENT NAME________________________________
SPECIALIZATION PROTOCOL SPECIALIZATION PROTOCOL
(SP)_____________ REP: ____________________ (SP)_____________ REP: ____________________
BONUS - ACTION TYPE______________________ BONUS - ACTION 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 Actions No Wounds = All Die Types/3 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________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
____________________________________________

EXPLOIT ZERO: EXPLOIT ZERO:


HOSTILE TAKEOVER HOSTILE TAKEOVER
AGENT NAME________________________________ AGENT NAME________________________________
SPECIALIZATION PROTOCOL SPECIALIZATION PROTOCOL
(SP)_____________ REP: ____________________ (SP)_____________ REP: ____________________
BONUS - ACTION TYPE______________________ BONUS - ACTION 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 Actions No Wounds = All Die Types/3 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________________________________________
________________________________________________ ________________________________________________
________________________________________________ ________________________________________________
____________________________________________

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Agents use their ACTION DICE POOL (D6, D8, D10)
TacU use their QUALITY DIE TYPE (a D6, or a D8, or a D10)

HEAVY SUPPORT UNIT (HSU) TACTICAL UPGRADE MENU


D8 choose two. D10 choose three.

UPGRADE DESCRIPTION
Increased Movement +4” to Standard Movement Rate
(Ground)
Flight-based Movement Grav, hover, alien tech… this unit ignores terrain up to 2”
tall when moving over the ground and can fly to elevated
surfaces at no penalty.
Jump Jets (on Ground unit) This unit can move over terrain 6” tall x 6” wide at a cost
of one Move action. Or move from ground to elevated
surface 6”
Up-Armored +1 Modifier to DD rolls. This option can be taken twice
for cumulative effect.
Up- Gunned: Heavy Increase ranged attacks from 18” to 24”. Option can be
Weapon taken one time per HSU weapon.
Up-Gunned: SAD Ranged attacks use tear drop template. Option can be
taken one time per HSU weapon.
Up –Gunned: AOE Weapon Grenade or rocket launcher, HSU weapon uses Blast
Template to determine damage. This option can only be
taken one time per HSU
Enhanced Melee When making a Melee attack, HSU can attack every
hostile model in BtB. Roll and resolve each opponent
separately.
Increased Damage -1 Penalty to opponent’s DD roll. Can be taken one time
per weapon.
Hardened Systems -2 Penalty to all enemy Cyber-attack rolls and EMP
grenades. +1 related DD rolls.
Psi-Resist -2 Penalty to enemy Psionic attack rolls. +1 to related
DD rolls.
Targeting System HSU Only. +1 to Ranged attack rolls.

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AGENT RESTRICTIONS BY DISTRICT AND COMMAND PARAMETERS
Commercial = Three Agents per side.
Contested = Four Agents per side.
Chartered = Five Agents per side.
Corporate = Six Agents per side.

One Agent can oversee one D6 Quality Fire Team or Drone Pod.
Two Agents can oversee two D6 Quality TacU or one D8 Quality Fire Team, Drone Pod,
two D8 Specialists, or one D8 HSU.
Three Agents can oversee a combination of the above, or one D10 Fire Team, Drone
Pod, D8 Specialists, or D10 HSU.
Four or more Agents can deploy any combination of the above.

CLAIMING MISSION OBJECTIVES


- Only Agents can claim Objectives
- Requires Two successful Interact Actions
- Claims can be jumped by rival Agents in mid-process
- Claiming Objectives can be tag-teamed by allied Agents

Additional TacU
While the number of Agents allowed on a combat operation cannot exceed that district’s
restrictions – see page 44 - extra Tactical Units are available on a per-mission basis and
can be purchased by ‘spending’ Resource Points.
TacU Cost
1 Resource Point = 1 D6 multi-model TacU (Trooper or Drone)
2 Resource Points = see above or 1 D8 multi-model TacU (Trooper or Drone)
3 Resource Points = above or 2 D8 Specialists or 1 D8 Heavy Support Units
4 Resource Points = above or 1 D10 Multi-model TacU (T or D) or 1 D10 HSU

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67
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The shot heard ‘round the Sprawl

Corporate-liveried VTOLs loft on smog-warm updrafts into a dirty


mercury sky. Armored and insectile, they weave in arrowhead
formation between the towering glass and steel arcologies; the atlantes
of global commerce soaring over their urban domain.

The sprawl below is dark, its hard edged geometry shot with rivers of
light as ceaseless traffic pulses through arterial roads, branching into
the streets and alleys that filigree the concrete labyrinth where a million
souls chase an ever-receding horizon: the next tip or trick, the latest
hype and hustle that will get them a step ahead of the mob for a day -
in a rat race to a dead end.

Those same tenements and factories are now contested ground. The
office parks and school yards will be staging areas; the sidewalks and
rooftops, free-fire zones; the malls and mini-marts, the new corporate
battle space. Down in the sprawl is where next quarter’s market share
will be decided, where the stock values will rise or fall and any
collateral damage will be indexed and deducted. Down there –that’s
where you’re headed.

Turbines whine in descent. It’s time to sync with your team’s tactical
network. Deploy those drones and double-check those IFF codes. The
ramp just dropped and you’ve got a green light.

You’re about to fire the first shots in the next corporate war.

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