☠️ Combat Zones

The most dangerous parts of Night City. Gangs rule. The law doesn’t exist.


📍 Overview

Zone Type: Combat Zone Threat Rating: Combat (extremely dangerous) Population: Unknown — many transient, homeless, or hiding

The Combat Zones are where Night City’s thin veneer of civilization breaks down entirely. There is no law here except what you can enforce with a gun. The gangs carved up these areas after the 4th Corporate War, and they’ve been fighting over the scraps ever since.


🏚️ Sub-Districts

Old Japantown

Former: Vibrant Japanese cultural center Now: Abandoned, gang-controlled ruins

Once a thriving Japanese neighborhood, Old Japantown was devastated during the 4th Corporate War. Most residents fled to Kabuki in Watson. Now it’s a ghost town ruled by gangs.

FeatureDescription
Kaifū CornerAbandoned mall, home to Recluse (Netrunner)
Temple ruinsOccasional squatter camps
Old shopsLooted, used as gang hideouts
StreetsDark, dangerous, full of debris

Little China

Former: Sprawling Chinatown Now: Besieged community fighting to survive

Unlike Old Japantown, Little China still has residents — tough communities who refused to leave. They live in constant conflict with surrounding gangs.

FeatureDescription
Market streetsStill operating, heavily guarded by locals
Tong territoryWeng Fang Tong operates here (David Ling Po)
Safe housesFor those who know the right people
Neutral zonesSome restaurants are “off-limits” for violence

Old Combat Zone

The original. This is where the Combat Zone concept started — an area abandoned by police decades ago. It’s been fought over so many times that little remains.

FeatureDescription
Burned buildingsConstant fires, arson
No servicesNo power, no water, no law
Scavver territoryDesperate homeless picking through ruins
Kill zonesSome areas are trapped

South Night City

Industrial wasteland — abandoned factories and warehouses now used as gang hideouts.

FeatureDescription
WarehousesGang headquarters, chop shops
FactoriesSome still operate (illegally)
DocksSmuggling, body dumping
Industrial pipesMaelstrom loves these for ambushes

🔫 Gang Situation

Who Controls What

GangTerritoryNotes
MaelstromIndustrial areas, Japantown edgesCyberpsychos, extremely violent
InquisitorsMobile, throughoutAnti-cyberware cult, hate everyone
ScavversRuins, Hot Zone edgesNot a gang, desperate scavengers
The BozosRandomKiller clowns, no fixed territory
Local crewsVariousSmall gangs rise and fall constantly

Constant Warfare

The Combat Zones are in perpetual low-level war:

  • Maelstrom vs Inquisitors — Blood feud over cyberware
  • Everyone vs Scavvers — Scavvers are prey
  • Territorial skirmishes — Daily occurrence

🛡️ Security

There is none.

WhoPresence
NCPDWill not respond
Corporate SecurityWill not enter
MAX-TACOnly for confirmed cyberpsychos
Trauma TeamWill extract if you have a policy (risky)

🌆 Atmosphere

Day

  • Eerily quiet in abandoned areas
  • Scavvers picking through rubble
  • Occasional vehicles moving quickly
  • Squatters watching from windows
  • Bodies from last night

Night

  • Extremely dangerous
  • Gang activity peaks
  • Fires burning in barrels
  • Screaming, gunfire
  • Avoid unless heavily armed

😄 What You See


🎲 GM Resources

Combat Zone Rules

  • No law — Kill or be killed
  • No lights — Most power is out
  • No help coming — Trauma Team is your only hope
  • Everyone is armed — Assume danger

Notable NPCs



(Source: Cyberpunk RED Core Rulebook, pp. 297-298)