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Exploit Zero: Cyberpunk Espionage and Mayhem
Exploit Zero: Cyberpunk Espionage and Mayhem
by (Web published) (2019)
Player Count
1 to 6

Player Ages
12+

Playing Time
30 minutes to 1 hour
Categories
  • Science Fiction
  • Wargame
  • Miniatures
  • Spies/Secret Agents
  • Book
  • Designers
  • Patrick Todoroff
  • Mechanisms
  • Action Point Allowance System
  • Variable Player Powers
  • Cooperative Play
  • Dice Rolling
  • STR-04 Solo Game
  • Artists
  • Sander Goldman
  • Family
  • Cyberpunk
  • Rating: 0/10 from 0 users

    Description

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

    But familiarity breeds sloppiness and sloppiness will get you dead with a capital ‘P’ for Permanent. So you’ve got no excuses. You have a team, you have a boss, and that boss just gave you a job.

    Take whatever you need: weapons, micro-drones, dark-ware, pharma-derms, stealth gear... Just get it done. Because the particulars may change but the bottom line is the same: bring the package back or don’t come back at all. Welcome to New Kowloon, 2069. Now get to work.

    Exploit Zero - Cyberpunk Espionage and Mayhem.

    A table top war game set during the Corporate Wars of 2069 in the mega-city of New Kowloon. Miniatures agnostic.

    1 - 6 Players, Co-op or Solo Mode. Made for 15mm - 28mm miniatures.

    Grab your friends, create a team of elite Agents, and select a mission. It's time to run-n-gun.

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

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

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

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

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

    —description from the publisher

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