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UMBRA - Cyberspace (Pages)

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UMBRA - Cyberspace (Pages)

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You are on page 1/ 11

UMBRA:Cyberspace

Begin Process
Hello Commander.

I have troubling news.

It appears that our enemies have discovered that our digital defences
are… inadequate.

If they are allowed to enter our cyberscape unchallenged, they will be


able to:

• Shut Down our Security Systems

• Take Over our Robotic Units

• Open our Barricades

• Lock our Units in their Rooms

• And worse

We must build up our cyberscape. Build defences, create programs, and be


prepared to protect ourselves from them.

Good luck Commander.

Credits:
Writing by Anna Blackwell

Lightning Icon by icons8.com

1
Getting Started Options For Play
To start this expansion: Much like Stations, you have a choice of how involved you
want this expansion to be.
• Take a new sheet of grid paper
Real Time
• Mark out 6 Rows and 6 Columns and remove the rest
Expanding your cyberscape and dealing with digital threats is
• Draw your computer’s Mainframe in the four central grid a constant requirement. The general turn order becomes:
spaces. Colony Actions (Explore, Resolve, Trade, Build, Recruit)
then Digital Actions (Explore, Resolve, Trade, Build, Recruit).
As you play, you will be able to switch over and add
Defences, create Programs, and Test your system during the This essentially makes your UMBRA experience hop between
main game’s Build Phase. meatspace and cyberspace each turn and does make the
game take longer per turn. It is also more difficult as you will
Unlike the base building of UMBRA or Stations, you are not be facing threats more frequently.
limited to one Room per turn but you are limited by space as
you can only ever have 1 sheet per Cyberscape (6 x 6 Grid, Ad Hoc
black out or cut off any excess)
Cyberspace is an expansion and can be treated as such. You
Instead, you may take one of the following actions for each only need to interact with it when you want to, allowing you
Hacker you have in your colony. More Hackers = More to focus more on your main colony.
Actions.
You will still generate digital threats by exploring the world.
1) Build a System - Cyberspace’s equivalent to Rooms
This mode is less intrusive but may be easy to fall behind the
2) Build a Defence - Cyberspace’s Security Systems difficulty curve if ignored.

3) Create a Program - Cyberspace’s equivalent to Units

4) Test the System (page 7)

Once you have taken a number of Actions equal to the


number of available Hackers or wish to end your turn, return
to your UMBRA colony and continue.

2 3
SYSTEMS
Marine.Aim_Assist – 25♦ – 1 Fix It Felicia 3 – 40♦ – 2
A child of this program is installed on every ranged weapon A wildly popular piece of edutainment that teaches people how
our Marines use, increasing their combat effectiveness. to fix common robot problems.
Increase the STR of Marine Units by 1 Drop the Repair cost for Mechanical Units to ¼ instead of ½

Anatomical Database – 20♦ – 2 Trap_Master.exe – 25♦ – 5


Anatomical diagrams of humans, mutants, and aliens allows An intelligent system that controls our security systems. What
our support droids to more effectively protect them. could possibly go wrong?
Increase the Support Droid’s shield by 5 STR. Increase the STR of Damage and Ranged Components
(UMBRA page 18) by 5 STR
Robotic_Overdrive – 10♦ – 1
Our robots can be made more efficient in short term, critical Swarm_Rush – 30♦ – 3
engagements. However, this will likely lead to burnout. The Hacker that made this is a bit too into nanobots but the
Choose a Mechanical Unit or Troop and double their STR. results are at least beneficial to us.
After this Combat, that Unit or Troop is Defeated. Increase the STR of the Swarm by 10 (Stations page 7)

Self.Destruct – 50♦ – 5 House_Always_Wins – 50♦ – 3


What better way to go that with a bang? This system will let Don’t hate the game, hate the artificial intelligence behind it.
you turn those Support Droids into ticking time bombs. Guests can no longer win at the Casino.
Choose a Mechanical Unit and Defeat it to deal 20 STR
damage to all Units and Enemies in its Grid Space. Character_Creation_Redo – 100♦ – 5
We have tremendous respect for our bio-hacker cousins, this
Meat.exe – 70♦ – 5 software just prevents any forseeable mistakes. Just in case.
By placing holograms of meat along their path our Cyber Re-draw the first ♣ or ♠ during a Biohack (Stations page 6)
Zombies move much faster. Like Pac-Man… sort of.
Cyber Zombies can move 2 Grid Spaces per Combat Round. DiamondHands.html – 50♦ – 10
Gotta spend money to make money.
Missile.CMD – 100♦ – 10 Whenever you gain ♦, gain an extra 2♦
Our Orbital Defence System is a bit… well… awful. This system
increases its effectiveness and keeps us all from dying. Player_Has_Joined – 500♦ – 50
Orbital Defence Systems (UMBRA page 12) can now protect The ultimate in virtual reality, the holy grail of hacker culture.
adjacent columns. This System allows you to freely move Programs and Units
between Cyberspace and your Colony (or Station).
Garden_of_Eden – 200♦ – 10 Programs always spawn at the Bridge.
While our botanists are great, they aren’t perfect, this system Units always spawn at the Mainframe.
is. So sayeth Michelle 1.12.
Increase the FOOD output of all Hydroponics by 5.

4 5
ROOMS Testing The System
3D Printer – 60♦ – 10 An important part of designing a computer system is testing.
Work smarter, not harder. To ensure that your Cyberscape will be able to stand up to
Reduce the cost of Robots by 5♦ the onslaught, you have the option to Test and even Scrap
your Cyberscape.
Influencer Quarters – 100♥ & 100♦ – 2
Don’t forget to like and subscribe and visit soon! To begin a Test you will have to:
Increase Guest spending by 2♦
Lower Marine recruitment costs by 3♦ 1) Choose a Grid Space to serve as the spawn point.

Synth Hive – 150♥ – Must have Defeated a Hive Anomaly 2) Draw a Card for the Test Virus’s STR and multiply the
If you’re afraid of bugs, don’t go in there. Trust me. result by 10.
You may now recruit Hive Drones for 10♥
This Room produces 5 FOOD 3) Begin Combat

Port – 20♥ – Can be built atop other Rooms Any Programs that are Defeated during a Test are
A place to jack-in and surf the information highway. automatically revived at the end of Combat.
Programs can spawn from here if you have the
Player_Has_Joined System (page 5). Failing a Test is usually not a problem but if a Test Virus
reaches the Mainframe, you will not have any of your usual
Cyberspace bonuses for 1D4 turns.
Defences
Firewall - 20♦ – 5
An impassable wall of digital flames that keeps unknown Scrapping The System
programs out. Usually.
Enemy Programs must either have HACK or spend 1D4 Turns Sometimes it doesn’t matter how well you prepare, your
breaking through. system is too corrupted, too full of adverts. If this happens,
you may perform a full wipe and scrap the system.
Sandbox – 30♦ – 10
A pocket dimension for malicious code. To do this, take a fresh piece of paper and draw the
Enemy Programs that enter a Sandbox are trapped until they Mainframe in the centre.
can draw a Face Card.
Draw for trapped Programs at the start of each round. Then, make note somewhere that it will take 10 Turns before
you can start transferring Systems and Programs over. Digital
Scan – +10♦ atop usual cost – 2 Threats automatically win during this phase.
Sometimes the best cure for a virus is simulated bullets.
Build a Security System from the UMBRA core book (UMBRA Programs and Defences can be transferred to the new
Page 18) and place it in your Cyberscape. Cyberscape for free.

Only 1 System can be transferred for free each Turn.


6 7
Programs Programs
Programs are Digital Units that only exist within the Program Cost STR Abilities
Cyberscape.

Each Hacker you have in your main Colony serves as a Anti-Virus 5♦ 5 Fast.
specialised Unit Room for these Programs. This is to
represent them maintaining, updating, and deploying these If a Program is Defeated while
Programs during combat. Mobile Backup 30♦ 0 adjacent to this Backup, revive it
here and Defeat the Backup.
You do not have to track with Hacker is in charge of what
Programs but if a Hacker is Defeated in combat, you must Hunter Killer 15♦ 10 Fast. Ranged.
choose 20 STR of Programs to be Defeated with them.
Represents a Hacker. If Defeated,
Each Hacker can maintain 50 STR of Programs. Whether this User 15♦ 25 the Hacker is also Defeated.
be a single 50 STR Program or ten 5 STR Programs.
150 Cannot heal. Track STR loss until
Programs do not need Food or Power. Avatar – Defeated.
Programs can be Corrupted via Digital Events. If this happens, Slow. Places 20 STR Mines which
Minesweeper 50♦ 5
follow the instructions in the Event. act as single use Security Systems.

Each Hacker may either Build a Defence or Create a Program Defender 10♦ 8 Ranged.
each Turn.

The list on the page opposite shows the potential Programs The Digitised Hacker event (UMBRA page 24) becomes a User.
you can Create, Corrupt, or Discover and their associated
costs. The Minesweeper’s Mines are placed for Free and disappear
after Combat.

Combat Combat Cont.


If an Enemy Program reaches your Mainframe, all of your Depth in Cyberspace is considered as a series of rings around
Security Systems and Mechanical Units are shut down for the the Mainframe. Whether they are 5 Grid Spaces away
duration of this Combat. horizontally, diagonally, or vertically, they gain +5 STR per
“ring” or Grid Spaces.
You will have to Scrap the System (page 11) and start a new
Cyberscape, taking none of your existing Systems, Programs, If an Enemy cannot see a path to your Mainframe, it will
or Defences over as there's no telling what back-doors and target Systems and Programs instead until it has Damaged
spyware has been implanted. everything it can. At which point it will self-destruct, knocking
all Systems offline for 2 Turns.
8 9
Digital Threats
Whenever Combat begins with a ♠ Enemy, draw a card, if it is An enemy Juggernaut (100 STR. Slow) appears at the
a Face Card, a Digital Threat happens first as the enemy furthest out Grid Space and targets the nearest
unleashes a cyber attack. 7 System. It will continue breaking Systems until
Draw a card on the table below to see what happens in Defeated. HACK
Cyberspace.

A Worm (5 STR) appears in the furthest out Grid Space


A flood of Viruses (40 STR) appear at the furthest out and targets your Mainframe. Whenever it enters a
A 8
Grid Space and target the Mainframe. System’s Grid Space, double its STR.
It travels in a straight line through walls.
A Malware Mite (1 STR) appears in one of your
Systems. Draw a card for each System until you get a
Face Card. If you cannot Defeat the Mite within 3 Flashes of colour shoot through the Cyberspace. In
2 9 the real world, our Security Systems turn against us
Rounds, that System is Damaged and the Mite
disappears. until the end of this Combat.
It reappears at the start of the next Combat.

A Trojan Horse (50 STR. 10 STR Shield. HACK. Fast) Four Executors (40 STR. Ranged) appear at the
3 appears at the furthest out System and charges 10 furthest Up, Down, Left, and Right Systems. They
towards the Mainframe. target Programs rather than the Mainframe. HACK

The worst fate, a pop-up. Choose an empty Grid Nothing seems to happen in Cyberspace but the real
4 Space and draw an advert for something in it. It J world threat gains the EYE icon and our Security
cannot be removed by any means. Systems won’t target them.

Millions of requests are hitting our systems at once.


A piece of spyware has managed to trick our systems. All Programs are Slow (move 1 Grid Space every
5 Draw a card for each Unit Room, if it is a ♠, they are Q second turn) until the end of this Combat.
locked in for 4 Rounds. Draw again and combine both events.

For each System in the Cyberscape, draw a card. This Enemy (80 STR. Ranged) came prepared.
If it is a Black Face Card, violent thorns erupt from it. It Draw 2 cards for it and 2 for you, if its total is higher it
6 K spawns at the System closest to your Mainframe.
is still usable but your Programs cannot pass through.
Enemies may pass through normally. If its total is lower it spawns at the furthest System.

10 11
Shipboard A.I.
Whenever you take control of a Ship, draw a card. If it is a
Face Card then the ship has an A.I. Robotic Liason – Charging Bays built in this ship can
7 house 4 Mechanical Units instead of 2.
Draw again on the table below to see what personality it has
and what benefits or drawbacks come with it.

Feral – This ship will not let us in. It must be destroyed Storied Traveller – Guests (Stations page 3) spend 10♦
A 8 to visit this ship and hear its tales.
or allowed to leave instead.
Units housed here gain +2 STR

Wise Scholar – If a Laboratory is present in this ship, it Ancient – Choose a Terror Trait, any Terror that spawns
2 9
only costs 30♦ to roll on the Research table. with that trait loses 50 STR.

Never Surrender – This ship self-destructs after being


Coach – Any Units housed in this ship gain +5 STR taken. Damage all adjacent Rooms and Defeat all
3 10
and Fast. adjacent housed Units.
This may cause Decompression.

Apathetic – This ship is depressed, Units cannot be Doting Parent – Any Food Producing Rooms increase
4 J
housed within it. their yield by +25%

Paranoid – This ship acts as a Orbital Defence System Avatar – This AI becomes a powerful Avatar Program
5 Q (Page 9) in your Cyberspace, spawning at the
for 3 columns.
Mainframe during Combat.

Militaristic Protector – If Enemies come with 2 Grid


Expansion Slot – This ship can house 4 Cyberspace K Spaces of this Ship, it makes a 50 STR Ranged attack
6 Systems that cannot be attacked. against them similar to a Security System.

12 13
New Research
Whenever you would draw on the Research table, you may
opt to use this table instead. Ad-Block – Stops the annoying pop-up Digital Threat
7 (page 10). Does not remove existing adverts.
Decide before drawing.

A digitised scream, a flash of static and suddenly a


terrible new virus has been released. Choose a Self-Healing Vehicles – Expeditions can now take
A 8
Cyberspace System to be Damaged. another point of damage. This result can stack.
There is no sign of the virus afterwards…

Bloodhound.exe – We manage to trace a virus’ origins Predictive Positioning – Choose a Unit Room at the
2 and better protect against it. Choose a Digital Threat 9 start of Combat, you may have them spawn anywhere
with a STR rating and lower it by 10. Minimum 1. you choose.

Wasteland Protocol – Our Cyberscape is made


3 uninhabitable to Enemies. All Enemies take 2 STR Disruptive Patterning – Mechanical Enemies deal ½
10
damage per round. damage if attacking at range.

Manual Override – Hackers can now manually activate


Security Systems that have been deactivated or have
4 already fired, allowing them to operate normally. Twisted Metal – Robot Overdrive (page 4) grants the
J
The Hacker must be in an adjacent Grid Space to the chosen Unit or Troop the Fast trait.
Security System to activate it.
Game Over Protocol – If you have the Stations
expansion, you may now crash the Station onto your Hidden Potential – You may draw 3 cards for artefacts
5 base. It destroys everything above ground except for Q as long as 1 of those cards is on the artefact table in
your Bridge. this expansion.
Draw the wreckage as appropriate.

Auto-Destruct – If a Mechanical Unit is turned Hostile,


Anti-Malware – Malware Mites are forced to stick K it automatically detonates, dealing 20 STR damage to
6 around for 5 Rounds instead of 3. all Units and Enemies in its Grid Space.

14 15
New Artefacts New Terrors
Whenever you draw a Red Joker, you may use the table Whenever you draw a Black Joker, you may use the table
below to see what traits the artefact has. below to see what traits the Terror has.
You may combine these results with other Expansions. You may combine these results with other Expansions.

Enslave – Whenever this Terror defeats a


Given Form – The artefact can project an
A&2 A&2 Mechanical Unit in Combat, revive that Unit as
Avatar Program into Cyberspace. an Enemy with ½ its usual STR.

Wall_Hack – Choose a Program, that Unit can Whitelist – Security Systems do not target this
3&4 now make Ranged attacks through Barriers 3&4 Terror.
and walls.

Collector – This Terror targets the nearest


Aim_Bot – Choose a Program, that Unit gains artefact. If it provides a Unit bonus, the Terror
5&6 5&6
Ranged and deals its STR x 2 in Combat. steals the effect. If it has no obvious use, the
Terror destroys it.

Marketing – This Terror spreads adverts as it


Godmode – Choose a Program, the first attack moves. Choose 2 Grid Spaces in Cyberspace to
7&8 7&8
against it during Combat does no damage. get pop-ups (Page 10 - event 4)
It also scrawls ad related graffiti on your walls.

Gone Viral – Everytime you defeat a Terror, Blackout – All the lights go out. Ranged
9 & 10 9 & 10
you can recruit up to 50 STR of Units for free. cannot be used during this Combat.

Dark Avatar – This Terror begins in Cyberspace,


Single Slot - This artefact can house 1 once it has damaged the Mainframe it
J&Q J&Q
Cyberspace System. emerges into the real world from your highest
Laboratory or Hacker Quarters.

Incorruptible – Choose a Mechanical Unit or Factory – Slow. This Terror spawns Drones (20
K K
Troop, they cannot be turned Hostile. STR) every turn that it doesn’t move.

16 17

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