⚠️ Combat Zones

“Beyond this point, Night City takes no responsibility for your safety. Or your corpse.”

Combat Zones are areas of Night City where law enforcement has abandoned all presence. They’re lawless territories where only the strong survive.


📋 Overview

AspectDetails
Total Area~30-40% of Night City
PopulationUnknown (millions)
Law EnforcementNone
Emergency ServicesNone (except Trauma Team for subscribers)
Government ServicesNone

🚧 What Makes a Combat Zone

Official Abandonment

NCPD has formally or informally withdrawn:

  • No patrols
  • No response to calls
  • No investigation of crimes
  • Citizens left to fend for themselves

Characteristics

FeatureCombat Zone Reality
PoliceAbsent
FirefightersAbsent
MedicalTrauma Team only
UtilitiesUnreliable/none
SanitationNone
Street lightsMostly broken

📍 Major Combat Zones (2045)

Pacifica District

The largest Combat Zone:

  • Entire district abandoned
  • Voodoo Boys control
  • Squatter communities
  • Former resort development

Old Combat Zone

Central Night City area:

  • Surrounds the Hot Zone
  • Radiation concerns
  • Scavenger territory
  • Most dangerous in city

Industrial Areas

Parts of Watson and elsewhere:

  • Maelstrom territory
  • Abandoned factories
  • Criminal operations
  • Variable danger

Scattered Zones

Throughout the city:

  • Failed neighborhoods
  • Gang territory deep
  • Variable size and danger

Placeholder: Combat Zone street (pg. 286)


👥 Who Lives There

The Desperate

  • Can’t afford safer areas
  • Born there
  • Hiding from something
  • No other options

The Criminals

  • Gang members
  • Fugitives
  • Black market operators
  • Those who need to disappear

The Free

  • Those rejecting corporate control
  • Communities building alternatives
  • Idealists and survivors

Organizational Breakdown

GroupRole
GangsLocal government
ScavengersEconomy/danger
CommunitiesSurvival groups
IndependentsWildcards

⚔️ Survival Rules

The Basics

  1. Don’t go alone: Groups survive
  2. Know the gangs: Territory matters
  3. Carry weapons: Always
  4. Trust carefully: Betrayal is common
  5. Have an exit: Plan escape routes

Gang Territory

Crossing gang territory requires:

  • Permission or payment
  • Speed and stealth
  • Force of arms
  • Or luck

Resources

Everything is scarce:

  • Water
  • Food
  • Medical supplies
  • Ammunition
  • Power

🔥 The Hot Zone

Special Classification

The Hot Zone is worse than a Combat Zone:

  • Irradiated (Arasaka Tower nuclear site)
  • Military cordon
  • Lethal radiation levels
  • Officially sealed

Rumors

Despite the danger:

  • Scavengers still enter
  • Treasures await inside
  • Pre-war tech preserved
  • Ghosts of 2020

🎲 GM Resources

Combat Zone Rules

Entering: Characters should be warned clearly before entering.

Inside:

  • No calling NCPD
  • No emergency services
  • Constant vigilance required
  • Random encounters frequent

Leaving: May be difficult depending on gang situations.

Atmosphere

Day: Slightly safer. Scavengers active. Communities visible. Still dangerous. Night: Extreme danger. Predators hunt. Stay hidden or be strong.

Random Events

d10Event
1Firefight in progress (uninvolved)
2Gang checkpoint
3Scavengers approach
4Desperate civilian needs help
5Ambush attempt
6Relatively peaceful market
7Bodies in street (fresh or old)
8Building fire (no one responding)
9Community gathering (suspicious of outsiders)
10MAX-TAC operation (avoid at all costs)

Gear Check

Before entering Combat Zones, characters should consider:

  • Weapons (loaded, backup)
  • Armor (worn or ready)
  • Medical supplies (won’t find help inside)
  • Communications (may not work)
  • Exit strategy


(Source: Cyberpunk RED Core Rulebook, pgs. 284-288)