⚠️ 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
| Aspect | Details |
|---|---|
| Total Area | ~30-40% of Night City |
| Population | Unknown (millions) |
| Law Enforcement | None |
| Emergency Services | None (except Trauma Team for subscribers) |
| Government Services | None |
🚧 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NCPD has formally or informally withdrawn: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
| Feature | Combat Zone Reality |
|---|---|
| Police | Absent |
| Firefighters | Absent |
| Medical | Trauma Team only |
| Utilities | Unreliable/none |
| Sanitation | None |
| Street lights | Mostly 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
| Group | Role |
|---|---|
| Gangs | Local government |
| Scavengers | Economy/danger |
| Communities | Survival groups |
| Independents | Wildcards |
⚔️ Survival Rules
The Basics
- Don’t go alone: Groups survive
- Know the gangs: Territory matters
- Carry weapons: Always
- Trust carefully: Betrayal is common
- 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
| d10 | Event |
|---|---|
| 1 | Firefight in progress (uninvolved) |
| 2 | Gang checkpoint |
| 3 | Scavengers approach |
| 4 | Desperate civilian needs help |
| 5 | Ambush attempt |
| 6 | Relatively peaceful market |
| 7 | Bodies in street (fresh or old) |
| 8 | Building fire (no one responding) |
| 9 | Community gathering (suspicious of outsiders) |
| 10 | MAX-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
🔗 Related Topics
(Source: Cyberpunk RED Core Rulebook, pgs. 284-288)