TEXT:  
  Page 0 
   
   
   
   
   
  Presents 
   
  THE NIGHT CITY GUIDE VOLUME 64: 
  THE COMBAT ZONE 
   
   
   
   
  The Combat Zone             pg 1 
  Combat Zone Statistics   pg 5 
  Street Map of the Zone    pg 6 
  Places of interest in the Zone      pg 7 
  Personalities in the Zone           pg 50 
  Gangs of the Combat Zone         pg 52 
   
  A City Sourcebook for Cyberpunk 2020 
  Written by Deric Bernier (droc@mc2k.com) 
   
  This is just one of many fan made sourcebooks for the Cyberpunk 2020 Roleplaying Game you can find on 
  Datafortress 2020: the largest, most Comprehensive Cyberpunk 2020 site in the world. 
  Visit us at: http://datafortress2020.oliwy.net/ 
  
   
  Page 1 
   
   
   
   
  THE COMBAT ZONE 
   
  Prior to late 
  2020, the 
  Combat Zone in 
  Night City was 
  nothing more 
  than a ghetto 
  with its often 
  changing borders 
  defined by Gang 
  Territories and 
  economic 
  statistics.   The 
  neighborhoods and housing projects contained with in 
  were originally built to house both the construction 
  crews who worked tirelessly to build the city, as well as 
  the disenfranchised that were forced out of their homes.  
  As the city grew at unrivaled pace, most anyone who 
  could afford it moved locations more convenient to the 
  work.  As more and more people were pushed out, and 
  more and more and more people were fleeing rural 
  homes for the cities, the Housing projects were soon 
  overwhelmed and the neighborhoods devolved year by 
  year into a den of crime and neglect.   
   
   
  (Marston before the walls went up) 
   
  As gangs began staking claim on every corner of the 
  city and violent incidents and drug wars raged, the 
  police and security corporations began a short lived but 
  unprecedented period of co-operation.  For the months 
  leading up to Carnival, police, Arasaka, Militech, and 
  Lazarus began a campaign to push the gangs out of the 
  North East area of Night City where most of the 
  corporate interests lay.  The groups would report to 
  each other on all gang related activity. If one group 
  witnessed something but was unable to take action it 
  would immediately report it to the others.   
   
  Draconic and unconstitutional laws 
  were being passed allowing for the 
  seizure and sale of any property 
  related to gang activity, the police 
  relentlessly harassed anyone wearing 
  gang colors.  Arrests were made by 
  the score, and property was seized left 
  and right.  Apartment Building owners 
  were pressured to evict suspected 
  gang affiliates, some were bribed by 
  corporations, and others were 
  threatened with arrest and seizure.  
  The properties that were seized were 
  sold for pennies to corporations.  In 6 
  months the worst of the gangs had 
  been pushed out of Northern Night 
  City and into its slums to the south.   
  
   
  Page 2 
   
   
   
   
  Slaughterhouse and Maelstrom survived by moving 
  south, their size and strength allowing them to take 
  over territories in the newly built housing projects, 
  although both gangs were severely restructured.  Other 
  gangs like the Wild Things were destroyed in the 
  process, their members either in prison, dead, recruited 
  into other gangs outside the corporate sector, or in 
  hiding.   The push continued across the city, as the 
  majority of the most violent gangs were condensed into 
  a smaller and smaller area, city hall was working on a 
  final solution to the problem.  The loosely defined and 
  now overflowing “Combat Zone” had its official borders 
  drawn up and the area was walled off.  The walls were 
  erected initially under the auspices of building a new 
  elevated train line.  Tracks were even laid… when the 
  support structure was in place the sides were walled off 
  with steel plates and the entire thing was filled with 
  concrete before anyone realized what was happening.  
  A large percentage of the workforce that built the wall 
  would find themselves trapped behind it.  The Combat 
  Zone is officially called Marsten, and extends from the 
  Marsten Housing Project complex in the East roughly 2 
  miles west to Truman Street.  Once the area was walled 
  off and secure, city hall put its final solution into play, 
  an event known infamously as Carnival.  
   
   
   
  Carnival was a misguided and disastrous attempt to rid 
  Night City once and for all of its most violent and 
  wanted criminals, and to clean up the Combat Zone of 
  the worst of the lot.  For 1 week in late 2020, the 
  government declared the Combat Zone a free for all, 
  posting bounties of every known criminal in Night City, 
  and letting bounty hunters from all over the country 
  loose into the walled off and sealed Zone.  The 
  atrocities, destruction, and violence of that week, had 
  never been seen on American soil before, and to make 
  matters worse the media was not only televising live 
  footage 24 hours a day from remote operated blimps 
  but they even sent in their own bounty teams.  The 
  public 
  backlash from 
  the event was 
  swift and far 
  reaching.  
  Every public 
  official who 
  signed off on 
  the plan was 
  swept from 
  office, many 
  were charged, and the mayor was sentenced to 30 
  years in a supermax prison.  The governor committed 
  suicide. 
   
   
  When the dust settled, it was decided that the walls 
  would stay up and the checkpoints at the entrances 
  would occasionally be enforced.  Getting in to the 
  Combat Zone is rarely a problem, but getting out can 
  often require an ID check, sometimes a vehicle search. 
   
   
   
  If forcing all of the most violent gangs into one small 
  area wasn’t bad enough, instead of eliminating the gang 
  problems, all Carnival accomplished was to cull the 
  weak gangs from the herd and make the strong even 
  stronger.  
   
  It is often 
  rumored that 
  several of the 
  organized 
  crime families, 
  particularly the 
  Mafia, Yakuza, 
  and Triads, 
  were 
  instrumental 
  behind the 
  scenes of the entire process, using the situation to not 
  only eliminate their less disciplined competition, but to 
  gain political and corporate connections that would 
  serve them well.  It is even rumored that the Governors 
  decisions were directly ordered by the Mafia, and that 
  his suicide was actually murder, over fear he would 
  inform to the police and media the truth behind the 
  situation.  But that is all speculation. 
   
  What is certain, is that in the three years since the 
  Combat Zone was sealed, the gangs inside have 
  undergone radical changes.  There is a constant fight 
  over territory and resources.  The two largest gangs in 
  the Zone are Slaughterhouse and Stomp Street. 
  
   
  Page 3 
   
   
   
   
  Slaughterhouse now controls the Marsten Projects, and 
  much of the two blocks to the east.  They are in near 
  constant conflict with Stomp Street, who claim the 
  blocks along the length of Stompanato Street as well as 
  the Kramer Projects, essentially controlling the dividing 
  line of the Combat Zone.  The South East is controlled 
  by Maelstrom, while the rest is held by smaller gangs 
  who are holding out against their larger rivals and each 
  other for as long as they can.  The most notable of 
  these small gangs are the predominantly asian Yellow 
  Moon Society, the Netrunner gang the Digital 
  Renegades, a youth gang calling itself the Orphans, a 
  martial arts based gang calling itself Bushido, an all 
  female gang calling themselves The Furies. 
   
   
   
  Electricity and water are provided across the Zone 
  illegally by the Digital Renegades, other than that the 
  citizens of the Zone enjoy few of the comforts Night 
  City has to offer.  Normal police do not enter the Zone, 
  Swat and C-Swat will, but only in groups of 20 or more, 
  and always fully armored and armed, with air support.  
  The only emergency response you will see in the Zone 
  is from Trauma Team or its competitor Militech Rescue, 
  and even then only if payments are up to date.  
  Firefighters don’t enter for any reason, ever.  They used 
  to, until they tried putting out a tenement fire that had 
  been set by a gang, and were slaughtered to the man 
  while trying to put out the blaze. 
   
   
   
  Navigating the Zone is difficult, as most of the street 
  signs have long been removed, often serving as 
  weapons or armor.  Newcomers to the Zone, or 
  temporary visitors would be well advised to find a 
  guide.  Among the things it is of dire importance to 
  learn immediately are recognizing gang territories and 
  what the proper show of respect is.   
   
   
   
  Food is brought in to the Zone by nomads to the 
  scattered restaurants and grocers.  The nomads who do 
  this pay tithe to the gangs whose territories they cross, 
  but still tend to come through heavily armed and 
  armored.  
   
   
   
  There are a few places in the Zone known to be neutral 
  ground.  Joe Devils Pawn shop, Club Crossroads, the 
  Wiggling Pig Grocery, a few solo bars, Marsten Mall, and 
  scattered ripperdocs being the most well known. 
   
   
  
   
  Page 4 
   
   
   
   
  Most of the buildings in the Zone are in disrepair, and in 
  some places there are just burned out husks and 
  toppled highrises.  Most of the streets are small and 
  crowded, and dark at night, as street lights are 
  frequently shot out.  Some Zone citizens will take it 
  upon themselves to replace or repair street lights, but it 
  is usually a temporary measure at best.  There are also 
  frequent construction projects being undertaken by the 
  residents, most don’t get very far or are focused on 
  keeping buildings upright that would have been 
  condemned long ago if inspectors from the city ever 
  dared to enter.   
   
   
   
  Living in the Combat Zone is rough if you are a healthy 
  male, if you are a female or a child, it can be a 
  nightmare.  The police generally only enter when trying 
  to find someone who has caused trouble outside the 
  Zone walls, inside the walls theft, assault, rape, and 
  murder are rampant, and the only punishment is meted 
  out by the inhabitants themselves.  The media will often 
  paint the Zone as being populated by nothing but 
  gangs, criminals on the run, and psychos, this is not the 
  truth.  The majority of people who live in the Zone are 
  just everyday folks in a near inescapable prison of 
  poverty and despair.  The worst part is, they can look 
  over the wall and see the wonders of Night City spread 
  out before them.  For every Punk rocker who screamed 
  about Anarchy, this is as close as you will ever come to 
  finding it.  The Combat Zone is extremely 
  overpopulated and home to every vice and crime you 
  can imagine, from bootleg videos to terrorism. 
   
   
   
   
   
   
   
   
  
   
  Page 5 
   
   
   
  STATISTICS IN THE COMBAT ZONE 
  (Each category is rated from 0 to 5, 0 indicating a complete lack of service, and 5 indicating highest quality service) 
   
  EMERGENCY SERVICES 
   
  POLICE RESPONSE TIME: 0 
  There is no police 
  presence in the Zone, 
  and police will not come 
  here except under the 
  most dire circumstance, 
  and even then only in 
  groups of ten or more, 
  in at least full issue 
  armor.  Generally the 
  only time when Police 
  will enter the Combat 
  Zone is due to confirmed terrorist activity, rescue 
  operations (but only in extreme cases) or when an 
  extremely high profile suspect’s exact location in the 
  Zone is known and verified, and then SWAT or C-SWAT 
  will enter in force.  Police man the gate entrances to the 
  Zone, but will not enter.   
   
  POLICE CAMERA PREVALENCE: 0 
  The only place where static Police cameras are 
  positioned is atop the wall and at checkpoints.  The 
  cameras are housed in armored plexiglass domes; 
  however it is something of a hobby among many Zone 
  Dwellers to obscure the lenses on the Zone side of the 
  dome.  Peppering them with paintballs is the most 
  common method, and they just get creative from there.  
  Occasionally the police will send drones into the Zone if 
  something serious is happening, but if they are spotted 
  they are shot down I fairly short order. 
   
  FIRE AND RESCUE RESPONSE TIME: 0 
  Like the police, the Fire department almost never enters 
  the Zone.  
   
  MEDICAL SERVICES: 1 
  There are no recognized or legal hospitals or clinics in 
  the Zone, but there are numerous ripperdocs and 
  underground clinics operating here.  No ambulance 
  services will enter the Zone except for Trauma Team or 
  Militech, however some Combat Cabbs have medics 
  riding along with them, and if the fare has the money 
  they will treat him and take him to the destination of his 
  choice. 
  OTHER SERVICES 
   
  EDUCATION: 1 
  There is only one school that operates in the Zone.  It is 
  run by a group that calls itself the Elders and a host of 
  volunteers.  The school is not licensed, nor its 
  curriculum recognized by anyone, but students who do 
  choose to attend will receive a basic education 
  equivalent to grades 1-12, with additional advanced and 
  vocational education available. 
   
  DINING: 2 
  There are several eateries in the zone, most rely either 
  on what food can be brought in from the outside, or 
  they use Zone grown food.  Because of the high number 
  of rooftop gardens many Zone residents eat more fresh 
  vegetables and fruits than the majority of people in 
  Night City proper.  Proper meat on the other hand is 
  much scarcer.  Beef and Pork are unheard of, although 
  occasionally pigs are found here.  The majority of meat 
  found in the Zone is Rabbit, which are bred and raised 
  by many in the Zone, including a few places that do it 
  on a mass production scale.  Dog, Cat, and Rat are also 
  common meats here.  Some people in the Zone also 
  have their own scop tanks.  There is a brewery and 
  distillery here, as well as several private brewers and 
  moonshiners. 
   
  ENTERTAINMENT: 1 
  This is the Zone; there are few legal avenues of 
  entertainment although there are several bars, a fairly 
  successful nightclub, and even an “art house” style 
  movie theater.  
   
  LODGING: 1 
  There are hotels and boarding houses scattered 
  throughout the Zone, but nothing that any travel guide 
  would ever recommend.  The prices are dirt cheap 
  though, usually running from 5eb an hour, to 15-25eb a 
  night. 
   
   
   
   
   
   
   
  
   
  Page 6 
   
   
   
  STREET MAP OF THE COMBAT ZONE 
   
   
   
   
   
   
   
   
  
   
  Page 7 
   
   
   
   
  PLACES OF INTEREST IN THE COMBAT ZONE 
   
  A-M. COMBAT ZONE WALL GATEWAYS 
  While there is no police presence inside the Zone, the 
  entrance gates are manned officers at all times in 
  department issue Metal Gear.  The number of officers 
  manning each gate is 2-4, depending on the assessed 
  threat level of each section, and many gates have a 
  backup officer piloting an ACPA.  The gates can be 
  reinforced with extra police in very short order in the 
  event of major activity or to stop a fleeing suspect from 
  entering the Zone.   The wall is 20 feet tall, with 
  concrete reinforced steel plates on each side and topped 
  with surveillance 
  cameras in armored housings and razor 
  wire.  They have an SP rating of 250 
  with a structural damage capacity rated 
  at 300.  Steel tracks still lie along the 
  wall, testament to the deception during 
  the walls creation that it would be a 
  new elevated train line. 
   
  Access into the Zone is virtually 
  unimpeded, and police will only stop 
  vehicles or pedestrians from entering if 
  they are extremely suspicious or if they match an 
  active BOLO (Be On Look Out) order.  Police will 
  however caution women and young people, 
  particularly if they don’t look like they belong here, 
  against going in.  People leaving the Zone are 
  scrutinized much closer, cars are searched 
  randomly, and suspicious vehicles or pedestrians 
  are always stopped, searched, and checked against 
  active warrants.   
   
  It’s a sad fact that many of the officers at the gates can be bribed.  In effort 
  to minimize this, officers are randomly selected from different precincts to 
  supplement the officers regularly assigned to Gate duty.   After Carnival, the 
  doors to each gate were removed, and by law they 
  cannot be replaced.   
   
  Currently, entrances B, C, E, F, G, J, K, and L have 
  the highest security rating due to violent gang 
  activity.  The entrances have at least 4 Cops on 
  duty at all times, with B, C, E, F, G, and L, also 
  having a police ACPA unit stationed there, usually 
  a Militech Policenaught, though Constables and 
  Bladerunners have also been assigned.  
  
   
  Page 8 
   
   
   
   
  1. MARSTEN MALL 
  Marsten Mall is located right inside the wall on the 
  northwest corner of the Combat Zone on Marsten Street 
  running North and South along the western wall, and 
  Slaughter Road running East and West along the 
  Northern Wall.  The mall also sits on the NW corner of 
  the Marsten Housing Project complex.  The mall is deep 
  in Slaughterhouse territory, and operates under their 
  protection, with each shop paying a protection fee.  
  Regardless, the mall is considered neutral territory and 
  other gangs may do business there.  This neutrality is 
  not without its limits however, as gangs in open rivalry 
  with Slaughterhouse, in particular 2-3 set and Stomp, 
  have discovered to their dismay.   
   
  The mall is dual level and boasts a variety of shops.  A 
  few are legitimate businesses, many sell stolen but 
  otherwise legal merchandise and a few completely 
  illegal shops have set up offering black-market goods 
  and services.  The mall features one of the few gas 
  stations in the CZ, located on the NW corner.  One of 
  the more popular stores located inside is Java Scripts, a 
  black market electronics store and internet café run by 
  members of the Digital 
  Renegades who are allowed 
  to operate here in return for 
  providing the Slaughterhouse 
  territory with basic utilities, 
  phone, and cable tv.  Inside 
  the mall is dark, narrow, and 
  often crowded. 
   
   
   
  2. THE MARSTEN HOUSING PROJECTS 
  The western border of the Combat Zone WAS 
  strategically chosen to encompass the MHP.  Originally 
  built on New York housing project models, the Marsten 
  complex is enormous.   The complex was originally built 
  and designed to temporarily house the vast numbers of 
  workers brought in to construct the city, but once the 
  majority of construction was complete the corporate 
  conglomerate who owned the buildings turned them 
  into low rent housing.  It didn’t take long for the 
  criminal element to set in, and even before the walls 
  were erected and the Combat Zone was sealed the 
  Marsten Projects were known far and wide as the most 
  dangerous place in the city.  Since then things have 
  only gotten worse.  Marsten was the very first section of 
  Night City to be labeled a Combat Zone, and formed the 
  basis for the police department’s policy of avoidance 
  when in 2010 officers were sent 
  to search the buildings for 
  suspects involved in a previous 
  police shooting.  24 police 
  entered the buildings in groups 
  of 4.  None made it out alive. 
   
  Before the City pushed the more 
  violent gangs out of the other 
  areas of the city and into the Zone, the Marsten 
  projects were home to scores of different gangs.  Most 
  of the individual buildings were home to at least one, 
  some up to three, and conflict among them was a near 
  constant.  It was so prevalent that they media dubbed it 
  “Block War”, and showed imagery of the tenants of 
  buildings shooting at each other from their windows.  
  After the push, Slaughterhouse quickly allied itself with 
  one of the stronger gangs and dug in.  When the reality 
  behind Carnival was announced, they called a meeting 
  with all the other gang leaders in the Marsten projects.  
  When the meeting took place in the courtyard at the 
  center, Brick, new leader of the 
  Slaughterhouse, had his men 
  disguised as police, launch 
  incendiary and fragmentation 
  grenades into the meeting.  The 
  death toll was staggering, and 
  Brick used it to unite the gangs 
  under the Slaughterhouse colors.   
  
   
  Page 9 
   
   
   
   
  During the course of Carnival, as the gang took over the 
  central buildings altogether, Brick discreetly eliminated 
  anyone perceived as a threat to his gang’s total 
  domination of the Marsten Housing Projects.  Rumor 
  has it he fed information on his rivals to bounty hunters 
  who took out most of his competition for him.  Now 
  Slaughterhouses hold on the Marsten complex is 
  complete.  
   
  The complex itself is a maze 
  of roads, parking lots and 
  alleys moving between the 
  buildings. Slaughterhouse 
  keeps the lawn mowed, and 
  makes sure the trees stay 
  healthy as to provide cover 
  from police and media air 
  surveillance.  The central buildings overlooking the 
  fountain are kept up, and repaired, and are believed to 
  be the seat of power for the gang.  The further out from 
  the center the buildings begin to degenerate.  Some 
  along the outside edge of the complex are little more 
  than burnt out shells on the verge of collapse, but even 
  these buildings are usually home to large numbers of 
  indigents and look outs for the gang.  The other 
  buildings are mazes, almost impossible to navigate once 
  you are inside, and filled with, prostitution, and drug 
  dens, labs for making narcotics, and of course, gang 
  members, but the complex also has its own medical and 
  dental facilities, shops, auto body and repair shops, a 
  movie theater and nightclub, and of course lots and lots 
  of non-affiliated families who just want a roof over their 
  heads.  Most of the rooftops have at least some form of 
  garden, and rabbits are bred all over the complex for 
  food. 
   
   
   
  Because of their domination of the complex, 
  Slaughterhouse is by far the largest street gang in Night 
  City. Although the walls that surround the Zone keep 
  the majority of their activities confined to the Combat 
  Zone, they do make moves outside the Zone in small 
  numbers, and provided that they can escape back into 
  the safety of their base, it would be almost impossible 
  for police to move against 
  them.  The grounds are 
  constantly patrolled by 
  armed gang members, 
  each equipped with either 
  a submachine gun, 
  shotgun, or assault rifle. 
   
   
  3. BRICKS FORTRESS 
  This large apartment building sits at the heart of the 
  Marsten Complex.  This 13 story building is immense, 
  and it overlooks the large fountain in the center of the 
  Complex.  Atop the elevator shaft, which extends to the 
  rooftop, there is a water tower, and a sniper 
  nest/lookout platform has been erected on top of that.  
  This platform is one of the highest points in the Zone, 
  and from here one can get an unparalleled view of the 
  Zone.  Only the buildings controlled by the Walking 
  Dead and Shrapnel are taller.  The building serves as 
  the stronghold for Slaughterhouse, and its top 
  leadership reside here in the uppermost floors.  It is 
  also the most well maintained of the buildings in the 
  Marsten Complex, and its walls have been fortified and 
  the first floor windows sealed.  6 men, armed with high 
  powered scoped rifles, machineguns, and Law Rockets 
  patrol its roof, if trouble is expected, the number jumps 
  to ten, leaving every exterior corner of the building well 
  covered.  In addition, 2 men always man the sniper 
  nest armed with high powered sniper rifles.  In addition 
  numerous armed guards patrol the grounds and the 
  building interior.  All entrances to the building have 2 
  heavily armed guards at all times.  In addition cameras 
  are set up around the building covering the grounds and 
  entrances completely, and more cameras are set up 
  outside elevators, stairs, the lobby, and near all 
  sensitive areas, such as the armory stored in the 
  basement.  The cameras are monitored at all times by a 
  team of 2 men.  The guards are all equipped with 
  mastoid commos, and things go very poorly for any 
  guard caught sleeping.  To reach the upper floors by 
  elevator, or by stairs, you need a special security key.  
  The upper floors are luxuriously appointed and 
  decorated and equipped with state of the art 
  entertainment suites, climate control, and anything else 
  Brick and his inner circle could desire. 
   
  (For more on Slaughterhouse, please see Gangs Of The 
  Combat Zone) 
  
   
  Page 10 
   
   
   
   
  4. FAT HOGG PIZZA AND SOUL FOOD 
  Slaughter Road is part of 43rd Street, but when 
  Slaughterhouse took over they spray painted over the 
  signs and no one has bothered to argue with them 
  about it.  The street runs along the northern wall on the 
  western side of the Zone.  It is notable in that most of 
  the homes and businesses along the road still hold on to 
  some air of legitimacy.  They are near enough to the 
  Northwest entrance to the Zone, and safe enough due 
  to security provided by Slaughterhouse, to get regular 
  shipments of necessary goods in.  Among the 
  businesses on the road is a restaurant named Fat Hogg 
  serving pizza and soul food.   
   
  Fat Hogg has been in 
  business since the city 
  was called Del 
  Coronado, and the 
  owner, Maybeline Hogg 
  has been running it the 
  entire time.  Fat Hoggs 
  is one of the few 
  legitimate reasons to 
  visit the Combat Zone, 
  as it is widely hailed as the best soul food on the west 
  coast.  It sits smack dab in between 2 entrances to the 
  Combat Zone, and is relatively safe to visit provided 
  you show proper respect and don’t make an ass of 
  yourself.  The shop delivers 24 hours a day, but only to 
  approved customers, who must be able to give 
  Maybeline a specific codeword arranged in person 
  previously. Maybeline pays Slaughterhouse for 
  protection to keep her drivers safe.  The last time one 
  of her drivers was robbed, the person who called the 
  order in had his stomach cut open, his intestines looped 
  to a pipe, and he was thrown, alive, off the roof of his 
  12 story apartment building.   
   
  Maybeline knows everything that is going on in the 
  Combat Zone, and if you get on her good side, for the 
  right price she can be an invaluable source of 
  information. 
   
  Above the restaurant are apartments that she rents out 
  to her staff.  She likes to keep her staff safe and close, 
  and it also ensures that they don’t miss work. 
   
   
  5. 92.4 THE HOUSE 
  This is the pirate radio station set up by Rope.  It 
  broadcasts hip-hop and gangster rap, and the DJ’s will 
  often speak in code to co-ordinate gang movements 
  and send messages to members who don’t have phones 
  or are in areas where reception is troublesome.  By far 
  the most popular DJ on the station is Mocha Soul, 
  whose silky voice goes out over the airwaves between 8 
  PM and 4AM.  The radio station is set 
  up in a building outside the complex 
  proper, though still claimed by 
  Slaughterhouse, and operates with the 
  assistance of the Digital Renegades in 
  exchange for allowing the netrunner 
  gang to put up booster towers of their 
  own.  The ground floor of the building has a few shops, 
  including AJ’s Gun Repair, Kirby’s Burgers, and the 
  Gunsmoke Bar and Grill.  The rest of the building is 
  rented out to mostly civilian tenants, though there are 
  members of Slaughterhouse who live in the building and 
  patrol its perimeter. 
   
   
  6. STAFFORD APARTMENTS 
  Located on the southeast corner of the Marsten 
  Projects, The Stafford Apartments sit behind the Carson 
  and Sons Fish Market, Off The Truck Goods and 
  clothing, Jaun’s Taqueria (rumored to use dog, cat, and 
  even rat meat, but also rumored to be very tasty) and 
  Darnells Big Time Barber Shop.  The Stafford 
  Apartments themselves are what passes for luxury in 
  the Combat Zone.  Rent in the apartments starts at 400 
  a month for a single bedroom, a steep price for the 
  Zone, but the building has air conditioning and cable 
  TV.  
   
  While the Stafford sits in Slaughterhouse territory, It is 
  also dangerously on the edge of Dead Zoner Territory.  
  While inside the building you are safe, coming and 
  going, especially at night, can be dangerous.  
   
  
   
  Page 11 
   
   
   
  7. RICE TOWN 
  Rice Town is the derogatory but near universal term for 
  the Asian community in the Combat Zone.  From 45th 
  street south to 47th and from, the western wall east to 
  Churchend.  Churchend Avenue runs north and south 
  through the center of Rice Town and down into West 
  Church.  Like Chinatown, the streets and alleys here are 
  overcrowded, filled with neon signs and street vendors, 
  but the Neon Signs are often cleverly recycled, the good 
  sold are often used and the food is often a bit past the 
  expiration date or is made of things better left 
  unknown.  With absolutely no law to regulate what gets 
  sold here, anything goes. 
   
  The population of Rice town is made up of a wide mix of 
  Asian people, mostly Thai, Vietnamese, Burmese, 
  Filipino, Laotian, Malaysian, and Indonesian.  They, like 
  most of the residents of the Zone are mostly illegal 
  immigrants or criminals in hiding.  There are Japanese, 
  Korean, and Chinese here as well, most of them exiled 
  here from their respective communities either as former 
  gangsters who failed or shamed their organizations, or 
  as civilians seen by the community as being a 
  troublemaker.    
   
  The community is very 
  insular, and while 
  people from outside 
  the community are 
  welcome to shop here, 
  it is rare that they 
  allow anyone without 
  Asian blood to live 
  among them or set up 
  shop them self.  Nor do the members of the community 
  venture too far or too often outside Ricetown.   
  8. DEAD SNAKE MARKET 
  The front of this market is boarded up and inaccessible.  
  The only entrance is from the alley.  Inside the market 
  is a cornucopia of black market goods, from exotic 
  plants and animals to rare weapons and equipment.   
  Drugs are also sold here, from manufactured smart 
  drugs to pure 
  opium.  The 
  building is one 
  of the main 
  venues of the 
  Yellow Moon 
  Society, and 
  they have a 
  near monopoly 
  in the Zone for 
  Heroin 
  distribution. 
   
  Even trying to find the entrance takes some knowing, 
  as it is concealed in the alley, an alley overrun with 
  vendors and stalls, selling spices, bootleg media and 
  electronics, knock off clothing and accessories, and all 
  manner of food and drink. 
   
   
   
  (For more on the Yellow Moon Society, please see 
  Gangs Of The Combat Zone.) 
   
  
   
  Page 12 
   
   
   
   
  9.  WEST CHURCH 
  Stretching from 47th street down to Xavier Drive, West 
  Chruch is the name given to the area around the south 
  end of Churchend Avenue.  This area, as well as Hell’s 
  Point to the south, is defended by Hard 8 out of the 
  Bitter Sea bar.  While Hard 8 keeps the gangs from 
  encroaching into the territory, they lack the resources 
  to keep petty crime and small groups in check. So while 
  the area is mostly neutral, it is also very dangerous.  
  West Church is so named for Saint Helena’s church, 
  which sits at the south corner of Churchend and 60th.  
   
  Most of Churchend, and Hell’s Point, is made up of small 
  businesses and housing, and together they make up the 
  largest area in the Zone not directly controlled by gang 
  influence.   Hard 8 does charge protection fees to 
  businesses and homes, and does require apartment 
  complexes under their protection to set aside 20 
  percent of their space for members, but other than that 
  Hard 8 keeps out of the peoples affairs and doesn’t sell 
  drugs or sex.  Not to say these things can’t be found in 
  abundance here, just that the ones providing it are not 
  affiliated with any major gang.  It is one of the few 
  places in the Zone where you can be truly free. 
   
   
  10. SAINT HELENA’S 
  Saint Helena’s is one of the few churches still in 
  operation in the Combat Zone.   It is run by two priests 
  and a nun, all with experience as missionaries in 3rd 
  world hot spots.  The senior priest Father 
  Benedict Mallory, known to most of his 
  parishioners as Father Benny, has served 
  as a missionary in Haiti, Rwanda, the 
  Congo, and Burma.  When he last 
  returned to America in 2016 he was 
  amazed and distraught to see that there 
  were areas in the country that were every 
  bit as bad as the worst of his travels.  He 
  set volunteered for a church in “the worst 
  area in the country” and was assigned to 
  Saint Helena’s.  Things got progressively 
  worse over the years though he did his 
  best, assisted by the younger priest Father Steve Blake 
  and Sister Marjorie.  The three not only stayed with the 
  church throughout Carnival, but opened it up as a 
  sanctuary to neighborhood families who could not 
  escape.  They were aided by members of the bar across 
  the street, the group who would come to be known as 
  Hard 8.   
   
  Since Carnival, Saint Helena’s has 
  been a major force in the Zone, 
  providing aid, shelter, and support.  
  Both Slaughterhouse and Stomp 
  have declared a “hands off” policy 
  to the church and it is rumored 
  that the leadership in both gangs, 
  in private meetings with Father Benny, have assured 
  him that if a problem arises that Hard 8 can’t handle, 
  that they can be called in as support.  It is unlikely that 
  either gang is aware of the offer.  Whether this is true 
  of not, both gangs have assured that representatives of 
  Saint Helena’s may travel freely under the protection of 
  the gangs in their own territories. 
   
  The church structure itself makes the building a 
  veritable fortress. 
  
   
  Page 13 
   
   
   
     
  11.  THE MARSTEN CLINIC 
  An underfunded and 
  understaffed clinic in the Zone, 
  the Marsten Clinic is overseen 
  by Emmet Duncan.  Duncan 
  was a former surgeon who lost 
  his license after he was proven 
  to have purposefully let a 
  patient die on an operating 
  table.  The patient was a 
  Monsanto Executive who had 
  been driving drunk and gotten 
  into an accident with an young 
  female prostitute in the car with 
  him.  While the critically injured 
  girl was being prepped for her 
  own surgery, lawyers who had 
  obviously been hired by the 
  executives corporation showed up with a Do Not 
  Resucitate order, supposedly signed by the girl.  While 
  operating on the executive, there were “complications” 
  and he died.  Duncan was eaten alive by Monsanto 
  lawyers. His medical license was revoked and he lost 
  nearly everything.   
   
  Afterwards he found his true calling in 
  the Combat Zone.  Technically Duncan 
  is a ripperdoc, operating illegally.  
  However his clinic is the cleanest and 
  most professional medical facility in the 
  Combat Zone.   He spends most of his 
  time treating the sick and injured of the 
  Zone, charging only what he thinks the 
  patients can afford, usually in trade… 
  and sometimes, 
  particularly if the 
  patient is a child, he 
  will charge nothing.  He relies heavily 
  on donations, but to supplement the 
  expense of running the clinic he also 
  performs illegal implantations and 
  augmentations.  However, he will not 
  augment anyone he suspects of being 
  on the verge of cyberpsychosis.   
   
  Duncan has attracted a small staff.  A somewhat robust 
  woman named Marsha Weathers who handles reception 
  and security, a young woman named Candace Schubert 
  is a certified nurse and anesthesiologist, and an elderly 
  retired general practitioner with a drinking problem 
  named Horace Greenblume, who also serves as 
  pharmacist. 
   
  The building itself is a well fortified sturdy building 
  surrounded by a high 
  iron fence.  It 
  contains separate 
  apartments for the 
  doctor and his staff 
  with a shared kitchen 
  and common room, and the downstairs has a small 
  reception area, 2 examination rooms, 2 ICU rooms, and 
  a surgical suite.  The clinic has made a deal with Hard 8 
  for protection in exchange for free medical care, though 
  the bar often makes donations of money, equipment, 
  and pharmaceuticals as well.  Saint Helena’s church 
  often engages in donation drives among its 
  parishioners. 
   
   
  12. SACRED INK 
  Sharing a parking lot to 
  the north of the Marsten 
  Clinic is Sacred Ink.  This 
  tattoo Parlor operates 
  out of an abandoned 
  Baptist Church.  Its 
  owner, Lester “Disney” 
  Drury, is a highly 
  respected tattoo artist 
  who unfortunately is also 
  a highly wanted drug 
  dealer, who abandoned 
  his home and business in 
  North Haven when he 
  was tipped off that the 
  cops were after him.  He 
  fled into the area just 
  after Carnival, and found 
  the church.  The building 
  had suffered some fire 
  and structural damage, 
  but he has since 
  repaired it as both his new business and his home.  
  Disney is considered the best tattoo artist in the Zone, 
  and he enforces neutrality in his shop with a .12 gauge 
  negotiator. 
   
  
   
  Page 14 
   
   
   
   
  13.  Gallagher Apartments 
  A large, 6 story, 120 room apartment building.  They 
  have 1, 2, and 3 bedroom apartments for rent at prices 
  reasonable even for the Combat Zone.  Like most of the 
  buildings in the area, the Gallagher has seen more than 
  its share of abuse 
  and neglect though.  
  Paint peels from the 
  walls, the pipes are 
  in horrible disrepair 
  leaving the water 
  unsafe to drink, and 
  many walls, and 
  even floors have 
  holes in them.  The building is run by a man named 
  Sheldon Garrim.  Sheldon has been described as 
  incredibly sleazy and tasteless, and lives on the first 
  floor of the building.  His 
  brother Waldor handles 
  maintenance and lives in the 
  basements, next to the 
  tenant storage areas.  Waldor 
  is even creepier than his 
  brother, and most of the 
  tenants prefer to fix problems 
  with the building themselves 
  rather than let either of the 
  men into their apartments.  
  Rumors abound about the brothers, the most prevalent 
  being that they are using 
  aliases and have a secret 
  trove of wealth but are 
  wanted under for sex offenses 
  and thus dare not leave the 
  Zone.  Still for all the 
  Gallaghers faults, it beats 
  squatting, and having to 
  constantly defend your home 
  from invaders like the vast 
  majority of Zone dwellers.   
   
   
  14. GARBAGE PAIL 
  Sitting in a lonely spot behind Saint Helena’s, directly 
  across from the western wall and 8 blocks west of Kings 
  Cross, sits the Garbage Pail.  This is one of the seediest 
  dives in the Zone.  Its floors cannot be seen through 
  the garbage that lies there.  The building was once a 
  shelter mission for the church, but it was heavily 
  damaged during carnival, and the only repairs were to 
  put in a makeshift bar, and some armored glass 
  barriers stolen from a gas station that have been placed 
  around an area designated the stage.  It is a simple 
  room, and the bathroom consists of an outer wall built 
  around a manhole.   The manhole itself has been grated 
  over, with a small hole cut away, and a milk crate with 
  its own hole set on top of it.  The grate over the 
  manhole has been welded in place to keep the Dead 
  Zoners from getting in through the sewer, however they 
  are known to wait below and use makeshift spears to 
  stab up through the grates at anyone sitting there… just 
  for kicks.   
   
  The place is generally 
  packed with the lowest of 
  the low in the Zone.  Most 
  of the booze is stolen, but 
  the bar owner, a low 
  ranked fixer nobody 
  trusts called Cabbage, 
  also keeps a still on the 
  top floor.   The stuff has 
  been known to make you blind, and one unfortunate 
  batch even killed a few people.  No one of any measure 
  of self respect, even for the Zone, would ever be caught 
  dead here.  The only reason it still stands is because it 
  gives the worst element of the Zone someplace to be 
  other than the streets.  Hard core junkies, mental 
  cases, corner gangs so small they are ignored by Hard 
  8, and the unluckiest of souls congregate here.  Oddly 
  enough, the place does seem to get some bands to play 
  there pretty regularly, though most bands do it just to 
  say they have, at least one hard core neopunk band 
  called DOGTWAT plays their regularly every Friday 
  night. (The Garbage Pail originally appeared in the Atlas 
  Games Cyberpunk 2020 book Night City Stories pg23.) 
  
   
  Page 15 
   
   
   
   
  15. HELL’S POINT 
  Hell’s Point makes up the southwestern edge of the 
  Combat Zone and sits below Churchend.  The central 
  block and northern tip are mostly businesses, while the 
  2 southern blocks are primarily housing.   Like 
  Churchend, Hard 8 claims most of this territory, but 2-3 
  Set has been pushing up from the South in their bid to 
  move in and support Stomp against Slaughterhouse and 
  has taken over the southernmost block.  As of yet there 
  has been little issue between Hard 8 and 2-3, but if 2-3 
  starts pushing north then things will get messy. 
   
  Moving diagonally from the wall to the Marsten 
  Complex, Xavier Drive separates Hell’s Point from 
  Churchend.  And in fact is the main entrance to the 
  Marsten Complex itself.  Vehicles that approach to close 
  to the entrance are scrutinized carefully by sentries on 
  the ground, in the buildings, and on the rooftops.  
  Slaughterhouse has been known to shoot anyone 
  driving to close in tagged vehicles.  They are tolerant of 
  Hard 8, and while they have no official alliance, they do 
  have a mutual understand and respect, especially since 
  Hard stands between Slaughterhouse and 2-3. 
   
  The neighborhood itself is trashed, and just gets worse 
  the further south you go.  Several businesses still exist 
  here, ALONG Xavier Drive; starting at the southern end 
  you have SJ’s Auto Parts. Bella’s Restaurant, 
  Parkchester Funeral Parlor, Gretchens  hair and nail 
  salon, and a bar called The Bitter Sea, something of a 
  landmark in the Zone, next to Daddy Greens Pizza at 
  the northern tip.   
   
  Most of the other businesses have been burned out or 
  the owners fled.  Those that are still standing and are in 
  any way inhabitable have been taken over by squatters.  
  The homes and apartment buildings that make up the 
  majority of the buildings exist under similar 
  circumstances. 
   
  16. THE BITTER SEA 
  Located on the southwestern side of the true Point of 
  Hell’s Point you will find the Bitter Sea bar.  This bar is a 
  popular watering hole for edgerunners looking for work, 
  or just looking to let off some steam.  It is also the 
  central home of the Hard 8 citizens watch group.  The 
  proprietor of the bar, David Branch, is an old Vet who 
  retired here before the walls went up.  He runs the bar 
  with his son Carl and two granddaughters, Elizabeth 
  and Connie.   
   
  Deals are made here, and the bar has a few resident 
  fixers who will place edgerunners with jobs, get them 
  the gear, or just introduce them to the right people.  
  Because it is inside a neutral area, and so close to the 
  wall, it has attracted many regulars, many of whom 
  spend time serving in the Hard 8 themselves. 
   
  David often has live music, usually Jazz or Blues.  Very 
  rarely will he have rock or rap, as he prefers to keep 
  the noise level down and the atmosphere here subdued.  
  With the crowd he caters too, it’s often best not to let 
  them get too worked up.  The only real restriction in the 
  bar is that you don’t shit where you drink.  Most of the 
  patrons in the bar are well armed at all times; it is not a 
  place you want to start trouble.   
   
  The bar has 4 floors.  The top floor is reserved for David 
  and his family, but there are nine apartments.  If one 
  becomes vacant, he will rent it out, but only if the 
  person first serves with the Hard 8.  There is also a 
  basement in the bar that serves as weapon and 
  equipment storage, and an emergency exit through the 
  sewers, kept barred to keep the Dead Zoners and Zone 
  Rats out.   
   
  Juice is the bars 
  resident fixer, the 
  man is an old 
  school 
  information and 
  talent broker, and 
  knows everything 
  that goes on in 
  the city, or will 
  find out, if the 
  price is right.   
   
  (For more on 
  Hard 8 please see 
  Gangs Of the 
  Combat Zone.) 
  
   
  Page 16 
   
   
   
   
  17.  YEAGER HARDWARE AND RENOVATIONS 
  This store is one of the better employers for semi 
  honest work in the Zone.  They are primarily a 
  hardware store, selling used tools, reclaimed lumber 
  and appliances, and on rare occasions they even get in 
  shipments of brand new merchandise.  The store owner, 
  James Yeager, pays crews to go to burnt out or falling 
  apart buildings, and reclaim as much from the building 
  as possible.  Yeager also employs other crews to come 
  in and make renovations and repairs to buildings, for 
  those who lack the skill or means to do it themselves.  
  He charges nominal fees, and works mostly in trade, 
  but his services have made the store popular to the 
  people of the Zone, and made Yeager a respected figure 
  in the community. 
   
  However it’s not all sunshine and roses 
  at the store .  It’s been rumored that 
  Yeager’s crews sometimes speed up the 
  process of decay, or pay of thugs to 
  wreak havoc on a building, making it 
  unlivable even for the squatters.  It also 
  rumored that Yeager is looking for 
  something in the Zone, and that his 
  crews are a front for the search.  No one 
  agree what he could be looking for, but 
  popular opinion is that it must be 
  priceless.  (The truth is, Yeager is 
  looking for the body of his daughter who 
  was kidnapped 2 years ago.  No body 
  was ever found, but he is sure she never left the Zone.)   
   
  Using almost exclusively reclaimed materials and 
  supplies, and heavily bused tools, Yeager’s renovation 
  crews perform their tasks admirably.  Their repairs are 
  usually not very pretty, but they will keep a building 
  standing, bullet and explosion holes will be adequately 
  patched, and even fire damage can be repaired.   
   
  While Yeager has made several contracts outside the 
  Zone for supplies and materials, most of them are very 
  wary about sending shipments into the Zone.  It used to 
  be a bit easier, but now that 2-3 has moved into the 
  Zone and taken over the block, no one seems willing to 
  brave the Zone to make the deliveries.  Anyone who 
  can move new lumber or tools to Yeager will be 
  handsomely rewarded; as such things are some of the 
  most valuable assets in the Zone. 
   
  18. CARTER APARTMENTS 
  The Carter 
  Apartments serve as 
  2-3 Sets base of 
  operations in their 
  foray into the Combat 
  Zone.  The building 
  itself is very large.  
  Many of non-support 
  walls have been 
  knocked out on the 
  first two floors, and the 2-3 Set allow junkies and the 
  homeless to squat there, making the first floors a 
  building a veritable labyrinth strewn with desperate lost 
  souls.  The 2-3 Set themselves have claimed most of 
  the rooms of the upper floors, though there are a few 
  tenant whom they have allowed to stay mostly because 
  kicking them out is more trouble 
  than its worth.  2-3 set also 
  controls the basement, where 
  they have set up labs for rocking 
  up synth-coke, which they then 
  distribute to the surrounding 
  neighborhood. 
   
  All deals are done in the courtyard, and all access to the 
  floors above level 2 and the basement is heavily 
  guarded.  The front doors are sealed, and the only way 
  into or out of the building from the ground are in the 
  main doorway inside the courtyard.  This allows the 2-3 
  Set guarding the courtyard to have complete control 
  over who enters the building, and anyone attempting 
  anything funny in the courtyard immediately finds 
  themselves in an inescapable shooting gallery.  There 
  are six men with fully auto rifles equipped with low-light 
  scopes scattered through random windows overlooking 
  the courtyard at all times, and one with a heavy 
  machine gun.  An additional four are set up in the 
  windows of the alleyway leading to the courtyard, and 
  several more watching the streets and alleys 
  surrounding the building.  In addition there are always 
  at least 3 men on the roof with high powered scoped 
  hunting rifles.  Two solitary front men stand in the 
  courtyard, and money and the drugs they purchase are 
  exchanged via a rope and 
  bucket lowered from the 
  fourth floor.  Drugs are sent 
  up from the basement 
  through an old laundry chute 
  converted into a dumbwaiter.  
  
   
  Page 17 
   
   
   
   
  19. MARSTEN ELEMENTARY 
  Marsten Elementary is 
  the home of the Dead 
  Zoners.  This building 
  complex and the 
  streets surrounding are 
  the single most 
  dangerous place in the 
  Combat Zone. 
   
  The school was originally built for the children of the 
  workers brought in to build Night City, the original 
  inhabitants of the Marsten Complex.  It continued to act 
  as a school even as the neighborhood worsened, right 
  up until 
  Carnival.   
  During Carnival, 
  a shelter was 
  set up inside the 
  school with the 
  hopes of providing aid and sanctuary to families and 
  children who couldn’t escape.  However the school was 
  overrun, first by gang members looking for a 
  defendable position, then by a large group of bounty 
  hunters.  The chaos and bloodshed that ensued was 
  disastrous and tragic, as the teachers who had stayed, 
  and the families and children they were providing aid 
  for, were caught in the crossfire.  Those who could 
  escape alive left the building a burned out, shot up, 
  husk. 
   
  After Carnival, the 
  school was abandoned, 
  and that’s when things 
  got really bad.  A new 
  gang, the Dead 
  Zoners, moved in.  By 
  far the most chaotic and feared gang in the Zone, the 
  DEE-ZEES are a plague upon the land.  No one enters 
  the school anymore, at least not anyone who ever 
  comes out again.  No one even drives by it at night if 
  they can help it, and even during the day, only the 
  desperate or foolish try to cross Dee-Zee territory 
  without a vehicle. 
   
  The Dee-Zees are widely feared for a reason, they are 
  known to be rapists, murderers, and cannibals.  They 
  have successfully staged raids just about everywhere in 
  the Zone, regardless of Gang 
  Territory, where they have hit 
  hard, only to vanish again.  The 
  only time their victims are ever 
  seen again, are as the newest 
  members of the horde of lunatics 
  that inhabit this school. 
   
  (For more on the Dee-Zees, please see Gangs Of The 
  Combat Zone) 
   
  20. CARMEN COURT CATHEDRAL 
  The Carmen Court Cathedral is one of the oldest 
  churches in the city.  It was built when the area was 
  still the small town of Del Coronado, sometime in the 
  1930’s.  It served the community as a place of worship 
  proudly, and it was one of the reasons the area just 
  north was chosen to be the site of the Marsten 
  Complex, as it would give the scads of low cost workers 
  who flocked to the area a place to worship right next to 
  their homes.  
   
  The Carmen Cathedral itself is a large building, 
  complete with 2 bell towers, a small library, a rectory, 4 
  rooms that serve as quarters for the serving priesthood, 
  a small kitchen and conference room, an office, and a 
  basement that as one time was equipped to serve as a 
  fallout shelter.  A small dormitory sits next to the 
  building, and a once beautiful courtyard and small 
  cemetery adorn the grounds.  
   
  During Carnival the building was 
  badly damaged, and it was 
  abandoned as a place of 
  worship.  The building served as 
  a gang hangout for a few years, 
  before they were wiped out by 
  the Dee-Zees.  Rumor has it that somehow Combat Cab 
  influenced the attack, but this is unlikely as the Dee-
  Zees have never shown any sign of doing anything for 
  anyone but themselves. 
   
  Since then the building has become home to many 
  homeless, who barricade the entrances every night for 
  fear of the Dee-Zee raiding parties.   
   
  Primarily built from stone, the building is structurally 
  sound for the most part, but is covered in graffiti, the 
  floors are rotting, all the windows have been broken, 
  including the once beautiful large stained glass window 
  overlooking the pulpit, and years of neglect and abuse 
  have simply furthered the urban decay of the site.   
   
  Father Mallory of Saint Helena’s has long been trying to 
  raise money to restore the building, and James Yeager 
  has long sought to demolish the building to reclaim the 
  stone and useable wood that remains.  The close 
  proximity of the Dee-Zees makes both tasks entirely 
  too risky however. 
   
  Word on the street is that somewhere in the Cathedral 
  on the grounds, lies a treasure, the gold and silver that 
  lied within the church, hidden just before Carnival.  
  Though many have searched, no one has ever found 
  this supposed treasure. 
  
   
  Page 18 
   
   
   
   
  21. COMBAT CABB 
  Taking up the 
  north side of 
  Camden Court, 
  Combat Cabb is 
  the most well 
  known feature of 
  the Zone.  With a 
  successful 
  television show, 
  and loads of 
  tourists hiring the 
  cabs so they can go “slumming” through the Zone in a 
  veneer of safety, this business is known far and wide. 
   
  There are two 
  sides to the 
  business.  The 
  foundation of 
  the business 
  is providing 
  transportation 
  for Zone dwellers who lack any means of transport on 
  their own, or who have to travel through dangerous 
  territories.  And of course the other side is as the tourist 
  vehicle.  The Tourist runs are managed through a local 
  travel agency, and are what provide the income for 
  Combat Cabb to continue operating.   
   
  When calling for a Combat 
  Cabb for the first time you 
  will be directed to one of two 
  options. If you are calling for 
  a tour of the Combat Zone, 
  you will be transferred to the 
  travel agency.  If you are 
  calling to be picked up from 
  or taken to a specific location 
  in the Zone you will be transferred directly to the 
  Combat Cabb dispatcher. 
   
  The tourist routes are 
  designed on a weekly basis, 
  and are coordinated with a 
  member of the Digital 
  Renegades named Ditto, who 
  keeps them apprized of the 
  safest routes, as well as the ones to be avoided at all 
  costs.  The deal gets the Renegades free 
  rides.  The tour route usually begins in the 
  Northwest corner of the Zone, in Bushido 
  Territory, then around the North and South 
  edges of the Gauntlet down to Kings Cross.  
  West from there to the edge of 
  Slaughterhouse territory, then north to the 
  wall and East skirting the edge of Stomp territory to 
  exit back at the Northwest corner.  Objects are 
  constantly hurled at the bus, and the vehicle is often 
  fired upon.  However everyone knows that if the Bus is 
  seriously damaged, or the driver killed, then Combat 
  Cabb will no longer send their cabs into that territory.  
  Since Combat Cabb is often the only safe means of 
  travel through the Zone, most people don’t push it to 
  far.  It also doesn’t hurt that the bus driver and tour 
  guide are both heavily armed.   
   
  The buses used are heavily 
  armored, with flip down steel 
  plates for the windows that can 
  be dropped at the flick of a switch 
  by the driver in the even of 
  serious threats.  Solid rubber 
  tires and a reinforced chassis 
  complete the vehicles protection.  
  As added insurance, Combat 
  Cabb has an arrangement with the Walking Dead in the 
  event something goes seriously wrong… the ETA after 
  the distress call is sent, either manually by the driver, 
  or if the buses GPS stops giving 
  a signal, is between 5 and 10 
  minutes, depending where in 
  the Zone they are.  In fact, 
  many members of the Walking 
  Dead hire on themselves as 
  drivers. 
   
  The cabs that service the Zone itself are used sedans, 
  with makeshift armor applied.  
  The company is always looking 
  for new vehicles, and will pay a 
  pretty decent price for any 4 
  dour sedan with at least a V6 
  engine.  Some of the cabs are 
  armed, but this is done at the drivers expense.  Most of 
  the drivers for Combat Cabb never leave the Zone, so a 
  license is not required, and getting a job with the 
  company is actually one of the few, and definitely 
  higher paying, legitimate jobs in the Zone.  Drivers who 
  do have a license and no warrants can pick up and 
  deliver outside the Zone, though the cabs must go 
  through the same checkpoints as the rest of the 
  vehicles, so passengers trying to leave the Zone should 
  have their ID’s in order.  Combat experience is 
  definitely a bonus, but what really counts for potential 
  drivers is how well they know their way around the 
  Zone, how to navigate around the most dangerous 
  areas where possible, and how to drive under fire.  
  Drivers are responsible for their own cabs, and may 
  choose to arm them if they wish out of their own 
  pocket.  Most don’t, at least not externally, as it has 
  been seen as antagonistic, but most of the cabs are 
  rigged with rear facing shotguns built into the seats to 
  deal with unruly guests. Combat Cabb cars are tuned 
  for torque and acceleration, as top speed is sacrificed 
  for armor and the ability to maneuver quickly.  
  
   
  Page 19 
   
   
   
  Combat Cabb is owned by Mike 
  “Chooch” Manveh.  Chooch was 
  serving the area well before the 
  walls went up.  Marsten was still 
  called the Combat Zone back then, 
  but its borders were very ill defined.  
  When the walls went up, it offered 
  the company a monopoly on the 
  Zone.  A chance meeting with a TV 
  exec who had been stranded and left 
  in the Zone led to the formation of 
  the TV deal, which made Chooch 
  fairly wealthy.  He reinvested a lot of 
  the money into the few local 
  businesses, and sets the rest aside 
  for emergencies.  At one point 
  Troubleshooter Cabs tried to move in which led to what 
  is referred to in the Zone as the “Taxi War”.  Initially it 
  was cab drivers from the two companies undercutting 
  each other and stealing fares … but quickly escalated 
  into running fights between cabbies, often with fares in 
  the back.  After a Troubleshooter cab cut a corner to 
  hard trying to chase one of the Combat Cabs down, and 
  ran into a group of Maelstrom, Chooch was able to buy 
  them out for pennies so they could get out before the 
  gang took their revenge.  There are, at any given time, 
  around 15-20 cab drivers.  2 bus drivers, 3 dispatchers, 
  5 repairmen, and 4 medics on staff.   Of the many 
  drivers for Combat Cabb, one man has been working for 
  Chooch longer than any other.  
  Rashnu Antar has been with 
  Combat Cabb from the 
  beginning, and has earned the 
  implicit trust of Chooch and 
  the rest of the staff.  He drives 
  a cab 4 nights a week, and 
  drives a bus twice.  He also 
  picks up extra shifts whenever 
  possible.  In his off time he 
  has been known to enter 
  underground fighting tournaments, particularly ones 
  thrown by the Voodoo Boyz.  Rashnu often talks about 
  his wife and children, whose numbers very depending 
  on how much sympathy or good will he is trying to 
  garner for a tip or other consideration.  Those close to 
  him know the truth however, in that while he is 
  married, it is to a woman he does not care for, and they 
  have no children.  Hoever he has never cheated on his 
  wife, and has a very very soft spot for children.  He 
  often volunteers to drive the bus in the mornings for 
  the Elder run School that sits adjacent to Combat Cabb. 
  The average stats for a Combat Cabb taxi are: 
   
  Top Speed: 100 mph                         Acc/Decc: 15/30 
  Crew: 1                                                  Range: 275mi 
  Passengers: 4                                        Cargo: 500KG 
  Maneuver: 0                                                     SDP: 40 
  SP: 15                                                            Type: Car 
  Mass: 1.1tons                                            Cost: 900EB 
   
  22. Martin Luther King High 
  Martin Luther King High School 
  is the only school still operating 
  in the Combat Zone, and 
  serves any student who wants 
  to learn, of any age.  There are 
  no assigned grades, and the 
  diploma earned is nothing but 
  ceremonial.  Instead the school 
  teaches based on the students 
  needs, classes consist of 
  beginning, intermediate, and 
  advanced levels, with the 
  student staying in the class 
  until they either pass the 
  aptitude exam, or until they 
  drop out. 
   
  The school is run by a group 
  known on the streets as the 
  Elders, mostly educators who 
  either stayed after Carnival, or 
  came in afterwards, as well as 
  support and clerical staff.  The 
  school is one of the favorite 
  causes in the Zone, not least of which because their 
  curriculum works, in fact students who do end up 
  sticking to it and attaining a high school equivalency 
  here end up being comparatively better educated than 
  their better funded  legitimate counterparts.   
   
  The school is able to 
  function because it has 
  a near zero tolerance 
  policy towards violence 
  or gang activity.  It 
  also has the 
  conditional support of 
  many of the gangs and 
  groups in the Zone.  
  After dark, the schools football field is left open as 
  neutral ground for gang leaders to meet and settle 
  disputes, although the grounds are constantly 
  monitored by armed guards.  
   
  (For more on the Elders, please see Gangs Of The 
  Combat Zone) 
  
   
  Page 20 
   
   
   
   
  23. CARMICHAEL LIBRARY 
  The Carmichael 
  Library was 
  built before the 
  collapse, and 
  served the 
  community well 
  for decades.  
  Even as the 
  area around it 
  degenerated it 
  remained a 
  quiet sanctuary 
  for the neighborhoods around it.  It had a playground 
  protected by an inner courtyard, a computer center, 
  some conference rooms, and of course books.  It was 
  one of the safer places for children to go.  So of course 
  it was nearly destroyed during Carnival.   
   
  After Carnival, 
  the Elders and 
  the Digital 
  renegades 
  went in to 
  save as many 
  books, 
  computers, 
  and archives 
  as they could, 
  but when gangs started moving in from the Cauldron, 
  everything was abandoned.  Currently the Blood Razors 
  lay claim to the library, but the building changes hands 
  frequently, and is only held so long as any gang can 
  keep it.  The most frequent reason a gang loses its hold 
  on the building is attacks from Dee-Zees.  The windows 
  have all been broken out, leaving the place virtually 
  indefensible. 
   
  Years of neglect 
  and abuse, as 
  well as frequent 
  battles in side 
  and on the 
  grounds, have 
  taken their toll 
  on the building.  
  While most of 
  the books that weren’t taken by the Elders or 
  Renegades have been burned, they still lay scattered 
  across the shelves and floors, and pretty much every 
  surface has been spray painted and tagged.  Needles, 
  broken bottles, and other refuse are strewn about the 
  building, and dead bodies are commonly found here by 
  anyone will to risk venturing inside. 
   
  24. WHARTON APARTMENT COMPLEX (THE 
  CAULDRON) 
  The buildings in this apartment complex are home to 
  some of the most disenfranchised and desperate gangs 
  in the Zone.  Many of these gangs used to be major 
  players before Carnival, but are now merely remnants 
  of their former selves.  The Blood Razors are the most 
  famous of these gangs, but there are many more. 
   
  Cheap street Narcotics and hand made weaposn are 
  produced in these buildings.  There are a few civilians 
  who still live in the buildings, held hostage by the gangs 
  that control them and their never ending rivalries.  No 
  one with any sense comes anywhere near this 
  apartment complex. 
   
  (For more on the gangs of the Cauldron, see Gangs Of 
  The Combat Zone.) 
   
   
  25. WHARTON BUILDING F (ZONE RATS) 
  This apartment building is home to the Zone Rats.   
  (Please see Gangs Of the Combat Zone for more 
  details.) 
   
  
   
  Page 21 
   
   
   
   
  26. ANDREW JAMES BUILDING (DIGITAL 
  RENEGADES) 
  The Andrew James Building is home to the Digital 
  Renegades in Night City, or at least as close to a 
  realspace home as they will lay claim too.  
   
  While the Andrew 
  James building is 
  technically inside the 
  Cauldron, it is a 
  much newer building, 
  constructed just a 
  few years before the walls went up as part of a failed 
  gentrification project.  As such the building was already 
  equipped with a modern security system, something the 
  Digital Renegades have upgraded since.  Several 
  Renegades were living here when the walls went up, in 
  fact, it is heavily rumored that the Renegades took over 
  the building in the weeks leading up to Carnival, as if 
  they had knowledge ahead of time as to what was going 
  to happen.  As soon as they moved in they began 
  fortifying the place..  While the regular tenants fled the 
  Zone, the Renegades rewired the place completely, 
  reinforced the exterior walls, and began setting 
  elaborate and devastating traps.   
   
  They also installed a rudimentary radio broadcasting 
  station, and invited many of the runners and techies in 
  the Zone (a few were excluded because they were 
  deemed unsavory) to hole up in the building during 
  Carnival in exchange for help in their renovations and 
  upgrades.  Not a single outsider was able to breach 
  their defenses during Carnival, and even when the 
  power was cut, the Renegades were able to restore it 
  within minutes. 
   
  These days the building is the most secure, and tech 
  equipped building in the Zone.  In addition to housing 
  several Renegades, it is also the home to 91.1FM “The 
  Signal”.  The Signal is a pirate radio station run by a 
  Digital Renegade named Replay.  She is also the one in 
  charge of the building itself.  The Signal is the most 
  popular radio station in the Zone, it provides an 
  unbiased coverage of Zone, including up to date 
  warnings for areas where trouble is brewing.  No one 
  navigates the Zone without checking the Signal.  They 
  also play a wildly eclectic mix of music, and promote 
  local events, as well as providing weather and news for 
  the greater city and world. 
   
  The building also serves as a haven for Nertunners and 
  Techs on the lam, as well as a training ground for new 
  hackers and electronics specialists.  People who show 
  enough aptitude and skill are invited to come live in the 
  building, where experienced members will help teach 
  them the intricacies of the field. Many people refer to 
  the Andrew James building as the MIT of the ghetto.   
  Using scavenged and scratch built electronics, the 
  Digital Renegade have turned the building into the 
  digital age hostel. 
   
  The Zone Rats who occupy the building just north are 
  very closely allied with the Digital Renegades.  The 
  Rats, consisting of mostly young kids, get security and 
  support monitored by the Renegades.  In exchange the 
  Rats, who have a high aptitude for tech work and an 
  affinity for using the sewers, back alleys, and rooftops, 
  provide the hands on support in hard to reach places 
  the Renegades need to keep the utilities flowing into the 
  Zone, set up surveillance, and keep the broadcast 
  towers operational.  The Renegades are also closely 
  supportive of the Elders and their school, some 
  Renegades even offering their services as teachers, 
  others providing salvaged computers. 
   
  Because of the services the Renegades ad the Rats 
  provide the rest of the Zone, the other gangs leave 
  them alone for the most part.  In fact, the Renegades 
  have insurance policies with Slaughterhouse, 
  Maelstrom, The Walking Dead, Hard 8, and Shrapnel for 
  protection.  If one gang makes a serious move against 
  any of the gangs under the Renegades protection will 
  incur the wrath of the gangs they hold policy with, as 
  well as having their electricity and water shut off. 
   
  The building itself is one of the more comfortable places 
  to live in the Zone.  The first 2 floors are uninhabited, 
  and offer an array of clever booby traps to dissuade 
  anyone who manages to make it into the building.  The 
  front doors are reinforced steel, that electronically open 
  and close… and concealed lights have been built into 
  the floors and wall trim to illuminate the way for first 
  timers in the building, a system which is run from the 
  security office at the center of the building.   Every inch 
  of the exterior, and all interior non-private areas are 
  continuously monitored by video, motion detectors, and 
  heat sensors.  In these common areas, tiles have been 
  laid, and in the lines of the tiles are bare wires… in the 
  event of a breach, the sprinkler system is turned on, 
  then a current is run through the wires.  In some areas, 
  the sprinkler system has a reservoir filled with highly 
  corrosive acid.  Computers storing sensitive data are 
  rigged with thermite charges. 
   
   
  (See Gangs of Night city for more information on the 
  Digital Renegades.) 
  
   
  Page 22 
   
   
   
      
   
  27. THE SHOOTING GALLERY 
  *The Shooting Gallery is an abandoned building that 
  has been converted to a club of sorts.  It is not a very 
  pleasant place; the renovations consisted primarily of 
  gutting the building, spraying the walls and ceiling flat 
  black, and throwing a bunch of old pillows on the floor.  
  There are a few blacklights on the ceiling and lots of 
  awful day-glow graffiti on the walls.   
   
  *There is no live entertainment at the Shooting Gallery.  
  Instead, canned music is played over a set of old 
  speakers.  The choice of tunes often leaves much to be 
  desired.  The manager of the club, Ace, is usually too 
  high to remember to change the disk, so the same 
  music plays all night long. 
   
  The shooting gallery is a 
  popular hangout for gangs 
  from the Cauldron, as well 
  as the Furies.  The place is 
  declared neutral territory, 
  but fights break out often 
  here.  The bar is a popular 
  place to score cheap drugs, usually manufactured by 
  the various gangs of the Cauldron, as such it is a 
  popular hangout for addicts and junkies.  It technically 
  sits in Stomp Territory, but they pay it no attention, 
  considering the place beneath them. 
  * 
   
   
   
  (*Reprinted from Chasing The Dragon) 
   
   
  28. AMAZONIA (FURIES TERRITORY) 
  Amazonia is the name given to a two block section of 
  the Zone.  It is called that as a tongue in cheek 
  reference to the Furies, and all female gang, that claim 
  it as their turf.  It has other, less friendly names, but 
  Amazonia works for most people.   
   
  The area consists mostly of homes, and sits on the 
  corner where the Marsten Complex meets the Marsten 
  School, and is surrounded by Stomp claimed territory to 
  the north and east. 
   
  Most of the residents in the area are women and 
  children.  A few men live here, some husbands, or 
  elderly, but any man who causes a problem is quickly 
  run off by the female gang.   
   
   
  29. 2380 AND 2382 48th (FURIES HANGOUT) 
  This pair of condos is the main hangout for the Furies.  
  In addition, they also serve as a Woman’s Shelter, 
  perhaps the only place in the Zone where women can 
  get away from abusive lovers and husbands. 
   
  For more information on the Furies please see Gangs Of 
  The Combat Zone. 
  
   
  Page 23 
   
   
   
   
  30. THE FARM 
  The Farm is one of several animal breeding sites in the 
  Zone.  These sites specialize in prodigiously breeding 
  small animals to be used for food.  Rabbits are the most 
  popular choices, but rats, guinea pigs, and gerbils are 
  also quite popular.  Many of these places also breed 
  dogs, cats and chickens, but they are more expensive 
  as they take longer to breed and mature.   
   
  The Farm itself 
  consists of a 
  two story 
  building that 
  may have once 
  been a Jewish 
  private school.  
  The upper 
  floors consist 
  primarily of 
  holding pens.  
  The bottom floor of the northern side of the building is 
  for treating the meats and hides of the animals, while 
  the first floor of the southern half of the building has 
  become a restaurant.  
  The fur is generally 
  shipped out of the 
  Zone and sold to high 
  end furriers at inflated 
  prices. The basement 
  of the building is where 
  they slaughter the 
  animals.  
   
  The Farm, and places like it are one of the few places to 
  get fresh meat in the Zone.  Many denizens of the Zone 
  actually breed their own small animals for food, though 
  in much smaller numbers.   
   
  It sounds odd, but because of breeding houses like this, 
  people in the Zone tend to get fresh meat far more than 
  many in the city.  Granted it’s the meat of rodents and 
  street animals, but it beats kibble and scop. 
   
  The Farm is run by the James Trafalger and his family.  
  James and his son Donald take care of the animals, 
  while his wife Connie and daughter Mags handle the 
  restaurant.  They also often employ local kids or the 
  neighborhood homeless to help out with the care of the 
  animals, though few last long. 
   
  31. DOC MARTINI’S 
  Trevor Brinks was a well respected 
  surgeon in Night City once, until 
  he showed up for an operation 
  drunk, and the patient died on the 
  table.  Disgraced, his medical 
  license revoked, he found himself 
  homeless, and friendless.  Now he 
  is just another ripperdoc in the 
  Zone, and one of the more 
  unscrupulous ones.  He is a raging 
  alcoholic, and is almost never sober.  It is for this 
  reason he is known as Doc Martini.  Doc Martini himself 
  is usually disheveled, and the later it gets, the more 
  likely he will be drunk.  Of course you don’t want to hit 
  him too early, as his hands shake before he gets 
  enough alcohol in him to even out.  He sometimes hires 
  on help, if only to run his errands for him and keep the 
  operating room clean. 
   
  The building itself is 
  very small, once a 
  small 2 story 
  fourplex, Brinks has 
  knocked down walls 
  and built interior 
  stairs.  The only way 
  in is through the 
  stairs in front or back.  These stairs are metal, and can 
  be electrified at the flick of a switch.  The upstairs is the 
  waiting room, office, and living area, both of which are 
  filthy and strewn with trash. 
   
  The downstairs area contains 
  an exam room, an operating 
  room, a drug closet, a cyber 
  storage room, and 2 recovery 
  rooms, each equipped with a 
  heavy steel door that can only 
  be opened from the outside.  
  Doc Martini has had people go Cyberpsycho on him 
  before, and no takes measures against it. The rooms 
  sterility varies, and depends greatly on whether he is 
  currently employing anyone or not.  If he is living alone, 
  the risk of infection is high. 
   
  Doc Martini is without scruples or 
  ethics.  He will perform just about 
  any medical procedure he is 
  capable of if the price is right, 
  and he may try it even if its over 
  his head if the price is right 
  enough.  He also buys used Cyber, and has been known 
  to work for trade of high quality (or at least high alcohol 
  content) liquor or medical supplies in addition to cash. 
  
   
  Page 24 
   
   
   
   
  32. ROCKWOLF APARTMENTS 
  This large apartment building sits on the western most 
  edge of Stomp Street turf, overlooking both Furies 
  Territory and the Marsten Complex.  Stomp has taken 
  over the building, and uses it as a strategic point to 
  observe the movements of their rivals, and stage 
  attacks against them.  Gunfights breaking out between 
  Stomp in the Rockwolf and Slaughterhouse in various 
  Marsten Project buildings are common, and both sides 
  will snipe at any rival gang targets who present 
  themselves.  As a result of this, the outer walls of the 
  Rockwolf have 
  become 
  incredibly 
  damaged on 
  the front facing 
  Marsten.  No 
  windows 
  remain, and 
  scorch marks 
  and large bits 
  of wall have 
  been blown off.  
  The Marsten 
  Buildings across 
  the street fair 
  little better, and 
  in some cases 
  worse, being 
  nothing but 
  burnt out 
  shells… 
   
  The non gang affiliated tenants have mostly migrated to 
  the eastern side of the building; those few that haven’t 
  keep their windows heavily boarded up, and tend to exit 
  from the rear or the north end.  These people live in 
  constant terror of Stomp, who look for any opportunity 
  or sign of weakness to exploit.    
   
  The Furies also watch the building carefully, as Stomp 
  has been known to snatch members of the women only 
  gang.  Any Stomp Street member who crosses into Fury 
  territory usually doesn’t make it very far. 
   
  33. SHADOW STREET (SARACENS TURF) 
  For approximately one block heading east from 
  Marsten, 55th Street is known as the Shadow.  It is the 
  home territory of the Saracens, the last predominately 
  black gang of note not to be subsumed into 
  Slaughterhouse.   
   
  The three large apartment buildings allow the Saracens 
  to have fairly respectable numbers, even though their 
  territory is pretty small.   
   
  The street is almost entirely residential, although the 
  corner apartment building houses several small 
  businesses on the first floor. 
   
  The name Shadow Street certainly has racist overtones, 
  however it also is in reference to the fact the it is 
  surrounded on all sides, by 4 different gangs, 
  Slaughterhouse, Walking Dead, Shrapnel, and Stomp.  
  As such the inhabitants of the area try to keep a very 
  low profile, hoping their street will be overlooked in the 
  gang warfare 
  surrounding them.  
  As the hostilities 
  around them 
  increase, the 
  Saracens have 
  blocked off both 
  ends of the street 
  with burnt out cars. 
   
   
  34. SCHNEIDER BUILDING 
  This apartment building serves as 
  the home base for the Saracens.  
  The Schneider is a heavily 
  fortified 6 story building with 
  easily controlled exits.  It is built 
  right up against the Apartment 
  building next to it, and several secret entrances through 
  closets exist allowing the gang to move freely between 
  the buildings. 
  (For more information on the Saracens, See Gangs Of 
  The Combat Zone.) 
  
   
  Page 25 
   
   
   
   
  35. THE PITSHUNE HOUSING PROJECT (WALKING 
  DEAD) 
  The Pit is a massive 
  apartment building, 
  easily one of the 
  largest single 
  buildings in the Zone.  
  It is also one of the 
  best maintained and 
  safest places you can 
  find yourself.  The 
  reason it is so safe, is 
  that building is the 
  home base for The 
  Walking Dead, a large 
  mercenary force, who 
  are well armed and 
  keep trouble out of the building and off its grounds.   
   
  The building has a large enough arsenal of both small 
  arms and heavy weapons, that they arm nearly every 
  tenant in the building.  So while there are usually only 
  around 20 to 50 members of the Walking Dead on site, 
  everyone in the building can be armed to defend 
  themselves if necessary. 
   
  The Pit is 21 
  stories tall, 
  and contains 
  322 separate 
  apartment 
  units.  The 
  rent is 
  reasonable, 
  although a bit 
  high for the 
  Zone, with a rate of 250 per month for a single, and up 
  to 1000 a month for a suite.  But the security is more 
  than worth it.  And if you get behind, the Walking Dead 
  are usually willing to come up with a compromise 
  providing you have a valuable skill set they can use, or 
  are at the least not opposed to hard work maintaining 
  the building and its property. 
   
  The building has a gym, shooting range, bar, day care, 
  a small shop, and storage space for the tenants, though 
  access to the storage space or gun range is only done 
  with a Walking Dead escort.  The building is also 
  equipped with state of the art surveillance and security. 
   
  (For more information on The Walking Dead, see Gangs 
  of The Combat Zone) 
   
   
   
   
  36. RUN DMZ BREWERY AND DISTILLERY 
  This building was the former Connors Street Community 
  and Senior Center; it was built in conjunction with 
  Rayder Towers, and was at one time full of start of the 
  art learning and health equipment.  However, it was hit 
  hard during Carnival and the gang battles that followed.   
   
  Many people in the Zone have their own stills, and 
  many people brew their own beers.  But Run DMZ is the 
  only one doing it in bulk.  When a nomad by the name 
  of Memphis Bill took over the Center and started Run 
  DMZ, he turned the gymnasium into a distillery, where 
  a distinct brand of moonshine is made in large stills.  
  This Moonshine varies slightly in flavor and alcohol 
  content with each batch due to the availability of 
  ingredients and demand, but is distinct in that it tastes 
  something like a mixture of Scotch and Spiced Rum, 
  with a hint of orange.  No one outside the distillery 
  knows the exact recipe, but it has become very popular 
  in the Zone, and is even attaining notoriety outside the 
  Zone, showing up in some of the trendier clubs at 
  inflated prices.  
  Inside the Zone, 
  it’s by far the 
  cheapest hard 
  liquor available, as 
  premium brands 
  are hard to get 
  here… even for the 
  places like Bitter 
  Sea and Club 
  Crossroads.   
   
  Later a Belgian couple named Phillippe and Lizette 
  Chambert came to him with their beer recipe, and their 
  plans for setting up a brewery.  Bill made them 
  partners, and now the three run one of the most 
  profitable legitimate businesses in the Zone, as well as 
  one of the largest employers. The area that used to be 
  an Olympic sized indoor swimming pool now houses the 
  large kettles used to ferment the beer, and the 
  changing rooms now house the processes to filter and 
  bottle it.  Run DMZ label beer comes in a variety of 
  flavors. 
   
  To finance the initial equipment, Bill sold the 
  computers, other electronics and medical supplies from 
  the center off, or traded them for whatever he could.  
  He hires the Walking Dead as security and Run DMZ 
  employs about 40 men and women, mostly in bottling, 
  and in delivery.  Their proximity to the wall allows them 
  to receive bottles and ingredients, although they are 
  not allowed to legally sell their products outside the 
  Zone due to the high alcohol content and the fact that 
  no health inspector will willingly enter the Combat 
  Zone.  They have turned the unused portions of the 
  center into a living area for themselves and employees. 
  
   
  Page 26 
   
   
   
   
  37.  PARKER BLACK 
  MARKET 
  This former middle 
  school is run by 
  Shrapnel, and has 
  been converted into a 
  large black market 
  area.  The classrooms 
  have been converted 
  into shops, or rooms 
  of stalls, like a large 
  flea market.  The halls 
  themselves are often 
  littered with temporary vendors, selling from blankets.   
   
  Even the roof top 
  of the building is 
  used.  It has been 
  converted into a 
  large garden 
  growing food.  High 
  yield grains are the 
  most common crops grown, although fruits and 
  vegetables are also grown in smaller supply.  
   
  The schools 
  gymnasium 
  has been 
  converted into 
  a clinic that 
  provides 
  cheap medical 
  care.  The 
  clinic is 
  actually the 
  longest 
  running 
  establishment 
  operating out 
  of the 
  building, as it 
  has been in place since the Red Cross set up there after 
  Carnival.  This is where most of the medical and health 
  supplies from the Connors Community center went 
  before it was turned into the Run DMZ Brewery and 
  Distillery.  This clinic is run by Leslie Randall.   Leslie 
  was a doctor working with the Red Cross and Doctors 
  Without Borders.  When she saw what was happening in 
  the Combat Zone she decided to stay and help as much 
  as she could.  It is in fact because of her that Shrapnel 
  allows the clinic to operate in the building free of 
  charge.  Leslie, when not providing medical care, tries 
  to operate an outreach program to stop the violence in 
  the Zone, by reaching the parents and young children.  
  She has met with limited success, but has attracted a 
  group of followers who believe in her cause. 
   
  There is also a 
  ripperdoc named 
  Conrad Moser 
  who has taken up 
  long term 
  residence in one 
  of the upstairs 
  classrooms.  
  Moser provides 
  maintenance, 
  upgrades, and 
  repairs to 
  Shrapnel for the 
  cost of parts, as 
  his way of paying 
  rent.  Moser is a 
  skilled doctor, 
  and former 
  classmate of 
  Leslies.  Many say 
  there is a 
  romantic history 
  with them, and 
  she is the reason he came here, but a deeper look into 
  his past will reveal that he lost his license after refusing 
  to treat a patient.  No one knows the specifics.  Now 
  Moser runs his underground cyberclinic, and 
  occasionally assists Doctor Randall.  Moser works with 
  Shrapnel to keep close eye on those who start 
  exhibiting signs of cyberpsychosis, and keeps a list of 
  banned patients that he will occasionally share with any 
  other ripperdocs or clinics in the Zone who are 
  interested.  Like most 
  ripperdocs in the 
  Zone, Moser will install 
  illegal cyberware, and 
  he works with a 
  weaponsmith in the 
  mall to create custom 
  cyber. 
   
  Charlie Lock runs a weapon repair shop 
  in the school.  He buys and sells 
  weapons, especially if they interest 
  him, but his stock is pretty limited.  He 
  makes and sells ammo and explosives 
  as well, but never on site.  He lives in a 
  small house to the south, where in the 
  basement he has everything he could 
  need to make just about any bullet you 
  want.  His prices aren’t cheap, but if 
  you supply your own brass he will give 
  you a discount.  He is a master smith, 
  and can not only repair the weapons, 
  but upgrade them and improve their 
  quality and accuracy. 
   
  A daycare also operates out of the apartment building 
  next to the school, to which the school gives 
  unrestricted access to the old playground during the 
  day.  Every Friday night, the playground is used to host 
  a block party. 
   
  The black market is open 24 hours a day, though some 
  vendor’s rooms get closed off after 6.  There is at least 
  one member of Shrapnel on site at all times acting as 
  security and collecting rent from temporary vendors. 
  
   
  Page 27 
   
   
   
  38. RAYDER TOWERS (SHRAPNEL) 
  The Rayder Towers housing 
  complex is the tallest and 
  most advanced building in 
  the Zone.  It had been newly 
  constructed just before City 
  Hall had made the decision to 
  wall off the area and put 
  forth the proposed plans for Carnival.  The owners of 
  the building, Rayder Investments, apparently overheard 
  city officials talking about “big plans’ for the area, and 
  assumed this meant there was to be some sort of 
  gentrification effort.  They bought the land cheap and 
  constructed the tower, thinking they would be in on the 
  ground floor of a huge opportunity.  When the plans 
  went forth, Rayder Investments fought tooth and nail to 
  try and have the borders for the proposed Zone altered 
  to leave their tower on the right side, but met with no 
  luck. When Carnival was announced, they held out hope 
  that they could somehow salvage the situation, so they 
  hired a crew of mercenaries, all equipped with full body 
  prosthesis, to protect the building, as most of the 
  tenants and employees evacuated.  
   
  The borgs did their job well, but during Carnival they 
  discovered the building had been rigged to blow by 
  remote.  The corporation had planned to blow the 
  building during Carnival, to collect the insurance.  After 
  disarming the explosives, Shrapnel sent the information 
  to Rayders insurance company, and informed Rayder 
  that they would be keeping the building.  The company 
  went bankrupt in short time after that. 
   
  Now Shrapnel controls the building and surrounding 
  area.  They charge 300 for a single and up.  The tower 
  complex is fully equipped, with every modern luxury.  
  Like the Pit, and the Marsten Complex, the building has 
  become something of an arcology in itself, food is 
  grown on the rooftops, they even have their own scop 
  tanks, which creates scop efficiently enough that they 
  have surplus to sell to the rest of the Zone.  The 
  building also contains a gymnasium, theater, 
  restaurant, bar, nightclub, indoor pool, and a state of 
  the art security system, regularly upgraded. 
   
  In addition to non affiliated tenants, Shrapnel has set 
  the building up as a sanctuary for full conversions and 
  heavily cybered individuals learning to come to terms 
  with their augmentation, offering therapy and support 
  to anyone who seeks it out.  This being said, they crack 
  down hard on any tenant who commits a violent act 
  against another tenant, or starts trouble in the Zone.   
   
  (For more information on Shrapnel, see Gangs Of The 
  Combat Zone.) 
   
  39. AZTLAN MOTORS 
  Aztlan Motors is Stomp Streets auto body and 
  customization shop.  They specialize in the wild paint 
  jobs, low rider and hydraulic conversions, and the 
  chopped and chromed look popular among the Latino 
  car and bike enthusiasts.  They do engine work as well, 
  but where they really shine is taking an older luxury or 
  performance vehicle, and turning into a heavily 
  modified and eye catching work of art.  Every car they 
  turn out is completely unique, and the team does its 
  own fiberglass and metal shaping work.   
   
  Stomp, perhaps above all other gangs 
  in the Combat Zone, considers a man’s 
  car to be sacred, and any gang 
  member caught stealing or vandalizing 
  another member’s ride is dealt with severely.  Great 
  honor is placed on stealing the ride of a rival gang 
  member, the flashier and more unique the ride, the 
  greater the honor.  Stomp members stealing cars from 
  civilians within the Zone is tolerated, but if you steal a 
  family’s only vehicle, it is cause for dishonor, especially 
  if the vehicle is stolen from a single mother.  In such 
  cases, when found out, the offender usually faces a 
  beating, and must return the vehicle in person, and 
  apologize.   By the same token, this attitude has spread 
  to other gangs, even outside the Zone, and stealing a 
  Stomp ride given much respect, though the attempt 
  often ends up in getting the rival gang member who 
  tries killed.  
   
  Aztlan Motors has become recognized for their artistic 
  quality, and even people from outside the Zone, in a 
  few cases, outside the state, will bring in their cars to 
  have the team work their magic.   In fact, one of the 
  higher honors bestowed on Stomp members who prove 
  themselves is having custom work done for free.  For 
  non-Stomp members, having a car customized by 
  Aztlan will act as a free pass in Stomp territory, as long 
  as you don’t cause trouble, no one will mess with your 
  car, or you while you are in it, as you are perceived as 
  someone who has paid into the community.  As Stomp 
  is closely allied with the 2-3 Set, members of that gang 
  get their cars done for the same deal as Stomp.   
   
  The expense of having your car 
  worked on by Aztlan is greatly 
  dependent on who you are.  
  Stomp members will have their 
  vehicles worked on for the price 
  of parts.  Zone residents can have their cars customized 
  for negligible labor fee over the price of parts depending 
  on what they want done, but for people from outside 
  the Zone, the price is jacked up prodigiously.  It’s worth 
  it too, as Aztlan Motors cars have won many best in 
  show competitions at car shows across Norcal. 
  
   
  Page 28 
   
   
   
   
  40. VERMIN BROTHERS PEST CONTROL 
  This small 
  building on the 
  corner is the 
  home of the 
  Vermin 
  Brothers, Ray, 
  Otto, and 
  Charlie Beemin.  
  The Vermin 
  Brothers is the 
  best pest control outfit in the Zone, and a much needed 
  service.  With all the decay, trash, and poorly 
  maintained properties, vermin has become a ridiculous 
  problem in the Zone.  Rats, mice, roaches, beetles, 
  slugs, ants… without city funds to keep them in check, 
  most places have become overrun.  Feral cats and dogs 
  are also a problem.  The Vermin Brothers are so good 
  at their jobs that even the gangs tolerate them, even 
  though its common knowledge that they will sell any 
  info they think someone wants to hear, and have been 
  known to be light fingered as well.  So while gangs do 
  use them, they rarely go anywhere unescorted when on 
  gang property.   
   
  The brothers 
  will use poison 
  to eliminate 
  insects, but 
  prefer live 
  capture for 
  anything rat 
  size or larger, 
  so they can sell 
  the animals for 
  food.   
   
  The biggest 
  danger facing 
  the Vermin 
  Brothers is 
  people trying to 
  break in and 
  steal their bug 
  poisons, to get 
  high on.  They use a custom mix, and apparently it’s 
  very potent and causes intense hallucinations.  Users 
  under the effects of what they term “Crunch” are 
  generally in a waking dream.  They do not perceive 
  stimuli directly, instead its interpreted and woven into 
  the hallucination they are having.  It also causes 
  sterility and the user to try to digest whatever they can 
  get their hands on, wood, plaster, glass, in somecases 
  themselves or others… 
   
  41. FLOGGERS REPO SERVICE 
  Floggers is one of the few 
  places brave enough and 
  skilled enough to perform 
  repossession services inside 
  the Zone.  They have 
  contracts with several banks 
  and finance corporations in 
  the city, who pay them top 
  dollar to get back property.  
  Mostly vehicles, whose owners 
  obtained a loan using a fake 
  address (no company will loan 
  money to anyone whose address is listed as inside the 
  Zone).  But they have also been known to retrieve high 
  end cyber and even full conversion packages from 
  clients who fled to the Zone after defaulting on their 
  loan.  Of course the job is high risk, and most of their 
  retrievals are targets of opportunity. 
   
  They chose their location strategically, as it is right next 
  to an Entry Point in the Zone, and they pay a hefty 
  bribe to the Checkpoint guards in case they need to exit 
  the Zone swiftly.  It also allows them to easily turn over 
  the vehicles and properties they manage to reclaim to 
  the property holders  In addition to the bribes allowing 
  Flogger Repo crews to enter and exit swiftly, they also 
  provide the security gate police sentries with lists of 
  vehicles they currently looking for.  If the vehicles are 
  spotted, they can call Floggers for a “bonus” if they stall 
  the vehicle long enough for a Repo man to tail the 
  vehicle, or if the occupants of the vehicle are wanted or 
  attempting to smuggle contraband out of the Zone, 
  they will stow the vehicle for the Repo man rather than 
  having it impounded. 
   
  Every member of the Repo team is heavily armed, 
  carrying at least a heavy handgun at all times.  They 
  are also usually wearing at least a vest, and depending 
  on the target, possibly metal gear (although the metal 
  gear is heavily used and battered, slightly degrading its 
  protection). 
   
  If the money is high enough, 
  occasionally Floggers will take a 
  bounty, to bring someone out of the 
  Zone.  They don’t go after gang 
  members, as that would be near 
  suicidal if they planned to continue 
  living in the Zone afterwards.  But if a 
  criminal escapes into the Zone, they 
  will track them down and bring them 
  out, alive or dead. 
  
   
  Page 29 
   
   
   
   
  42. STOMPANATO STREET 
   Stompanato runs 
  diagonally from the 
  north side exit on 
  Marsten Street all the 
  way down to the 
  Eastern most exit on 
  the south wall.  Stomp 
  controls the entirety of 
  Stompanato street all 
  the way down to the 
  Crossroads, just above where the street intersects with 
  Martin Luther Kind Boulevard.  The businesses and 
  residences along the portion of the street controlled by 
  Stomp are overwhelmingly Latino, and they tend to 
  push anyone not of Hispanic blood out of the remaining 
  businesses.   
   
  Stomp would very much like to 
  push out the gangs controlling 
  the last few blocks of 
  Stompanato, but the Kingsmen 
  who control the crossroads have 
  to much support from all the 
  other gangs who have a vested interest in keeping the 
  Crossroads neutral territory.  And further south they 
  would have to deal with Maelstrom.  While the Stomp 
  outnumbers the booster gang 4 to 1, it’s a fight that 
  would cost them dearly. 
   
  Stompanato is the main 
  thoroughfare through the 
  Zone, and during the day the 
  street is fairly safe to travel 
  on, unless you are wearing 
  the colors of a rival gang.  
  But the street is by no means 
  neutral, and occasionally 
  Stomp Streeters will stop a vehicle or pedestrian and 
  demand tribute, especially if the vehicle or person 
  seems suspicious to them.  It is wise to pay, an 
  acceptable tribute is between 50 and 100 bucks, more if 
  you seem particularly well off to them, and in fact you 
  should have some extra cash on you when in the Zone 
  and traveling through any gang territory  If you don’t 
  have money, then food, drugs, guns, and ammunition, 
  will all make reasonable second choices.  Or you can 
  offer your vehicle, either outright, or put it up for stakes 
  in a race.  The latter will actually gain you respect with 
  the gang, especially if you win. 
  Drag Races are held on 
  Stompanato every Saturday 
  night.  The races begin at 
  the Stompanato/Moreno 
  Intersection and run a 
  quarter mile to end at the 6 
  way intersection at 57th Street.  The roads are closed off 
  and neither cheating nor outside interference are 
  tolerated during these races, as they are one of the few 
  things Stompanato 
  attaches true honor too, 
  owing mostly due to their 
  car culture.  Races are 
  usually for cash or the 
  vehicles themselves, 
  though Stomp has used 
  these races to settle 
  disputes within the gang 
  as well as with certain 
  other gangs. 
   
  The street is home to 
  several businesses, 
  including bars, 
  restaurants, beauty 
  salons, and clothing 
  stores, all operating as 
  best they can in the 
  Zone.  Throughout 
  their territory, Stomp 
  taxes these shops 
  heavily. 
   
  Stomp territory is the true 
  heart of the Combat Zone, 
  most of the buildings here 
  are decaying to abuse, 
  neglect, and numerous 
  gunfights.  Prostitution is 
  endemic in this area, and 
  drugs are distributed openly without the fear of reprisal.  
  While Stomp leadership frowns on the gang 
  perpetrating violence on people in its own territory, its 
  still rampant.  Stomp is fighting a war 
  with Slaughterhouse, and is on less than 
  friendly terms with the other gangs that 
  surround them… gunfights on the streets 
  are not uncommon, as the boundaries of 
  turf are becoming ever more erratic. 
     
  (For more on Stomp Street, see gangs of the Combat 
  Zone.) 
   
   
  
   
  Page 30 
   
   
   
   
  43. STOMPANATO APARTMENTS 
   This large 
  apartment 
  building is the 
  base of operations 
  for the Stomp 
  Street, and home 
  to its leader, a 
  man known only 
  as Carnicero.   
  The building is six 
  stories tall and 
  houses 93 
  apartments, about half of which are taken up by Stomp 
  Street members and their families.  The building is 
  divided into 3 sections.   The top 3 floors of the 
  southern and northern sections are sealed off from the 
  center section.   
   
   The south 
  sections top 
  floors are 
  taken up by 
  88.3 FM La 
  Raza, 
  Stomps own 
  pirate radio station.  Like Slaughterhouses station, La 
  Raza is primarily used to play music appealing to Stomp 
  Street, Salsa and Mexican hip –hop primarily, especially 
  narcocorridos, written and performed by local groups, 
  who glorify the members of Stomp, both as a whole and 
  individually, in song.  La Raza has become popular 
  outside the Zone in the Latino communities of Night 
  City, and several fans broadcast the signal over the 
  internet, allowing the station to gain quite a following.  
  Carnicero has built a stage on the roof of the building 
  and throws large parties regularly where local musicians 
  often play.  The roof of the building is also an excellent 
  place to watch the Friday night races along 
  Stompanato, as from its corner virtually the entire race 
  is visible. 
   
   The Northern sections top few 
  floors are reserved for the families 
  of Carniceros Generals and top 
  Soldados.   The families of Stomps 
  generals are required to live here, 
  even if the Generals themselves 
  must live in other buildings in the 
  areas they have control over.  This 
  gives Carnicero a massive amount 
  of leverage against them.  On one 
  hand, these families are protected 
  from the gangs enemies, on the 
  other, the families act as hostages 
  to prevent his men from betraying him or screwing up 
  too badly. 
   
   The top floor of the Central 
  section is taken up in its entirety 
  by Carnicero.  The 2 floors below 
  it are taken up by his most 
  trusted men.  It is from here 
  Carnicero rules over his 
  territory, the largest in the Zone.  
  While most of the building is a bit nicer but otherwise 
  typical of lodgings in the Zone, these areas are lush and 
  opulent with the latest in modern electronics and a high 
  tech security system that monitors not only the 
  building, but most of Stomp territory as well. 
   
   
  44. NEON JOE’S 
   Neon Joes is a typical Zone bar, cramped, 
  claustrophobic, blaring music through half blown 
  speakers from either whatever amateur band they can 
  book, or old metal playing from an obsolete jukebox.  
  Some freelance Solo’s and Fixers have claimed the bar, 
  and there presence is enough to keep Stomp Street out 
  even though the Bar sits smack dab in the middle of 
  their territory.  The bar was a country and western juke 
  joint back when the city was first going up, and some of 
  that décor remains.  Next to Joe’s, sharing the same 
  walls, is the looted remains of a tiny one garage auto 
  repair shop, and a 
  still operating hair 
  and nail salon.  A 
  Car Wash makes 
  up most of the 
  rest of the 
  building, and 
  shares the rear 
  parking with Joes.  
  (Neon Joes 
  originally 
  appeared in 
  Streetfighting, by 
  Ianus Games) 
  
   
  Page 31 
   
   
   
   
  45. ROYALE APARTMENTS 
  The Royale Apartments 
  was once a relatively nice 
  place to live and work, 
  with several offices taking 
  up the first floor, and the 
  upper floors residential.  
  Now the building is a little 
  more than a burnt out 
  shell.  It is now home only 
  to junkies and squatters.  Popular rumor is that there 
  used to be a small dorpher gang that claimed the area, 
  and Stomp trapped them in the building and burned the 
  place down… now it stands as a lesson to anyone else 
  who stands in Stomps way.  
   
   (The Royale Apartments originally appear in Tales From 
  The Forlorn Hope) 
   
   
  46. THE MEDITERRANEAN LODGE 
  This building sits across the street from the remains of 
  the Royale, and next to another apartment complex 
  that still stands.  The Mediterranean was originally built 
  as a hotel to serve visiting contractors and corporate 
  coming in to check up on construction projects in Night 
  City.  It was once a fairly decent place, but years of 
  neglect and abuse have taken its toll.  The building still 
  serves as a hotel and boarding house, but the luxury is 
  just a faded memory.  Peeling wallpaper, holes in the 
  wall, furniture held together with duct tape, urine 
  stained carpets, and blood stained mattresses are the 
  norm now.  Still it’s better than sleeping in the street, 
  and rooms only run 20 bucks a night. 
   
  (The Mediterranean Lodge originally appeared in Tales 
  From The Forlorn Hope) 
   
  47. BROWN SUGAR 
  Brown Sugar is the name of the largest brothel in the 
  Zone.  Run by a vicious and misogynistic pimp, L’il 
  Miggy Javasco, the self proclaimed Pimp General of 
  Stomp Street, this apartment building has been taken 
  over completely, and is Javasco’s base of operations.  
  This is the sleaziest place in the Zone.   Security in the 
  building isn’t that high, though camera’s run throughout 
  the building, including most rooms, which Javasco will 
  use to record and sell as amateur porn on the black 
  market.  Javasco uses drugs, intimidation, and abuse, 
  to keep his women in line and operating.  When a 
  woman becomes too sick or used up to turn a profit, 
  she is discarded of.  Usually they are simply turned out 
  on the street, but sometimes they are sold off to 
  depraved individuals.  Particularly troublesome women 
  are simply killed. 
   
  Brown Sugar has as many 
  as 50 women operating at 
  any given time.  The 
  women are often captured 
  members of other gangs, 
  or kidnapped off the 
  streets.  Javasco pays well 
  for young women, and 
  they are often taken and smuggled into the Zone by 
  contacts of his throughout the city, particularly in 2-3 
  Set.  If he thinks its worth while, he will ransom the 
  women back to their families, but more often than not 
  he just puts them to work.   Carnicero and most of 
  Stomp hate Javasco, and while not hating prostitution 
  per se, they despise the way he operates.  If Miggy 
  wasn’t one of the most profitable earners in Stomp, 
  they would long ago have eliminated him.    Even as it 
  is, many in Stomp want him out, and the other gangs, 
  especially the Furies, have sworn to kill him.  As it is, 
  Javasco is forbidden to take women from Stomp 
  territory, though one of Canicero’s standing threats is 
  that if a member betrays him, he will turn their wives, 
  sisters, and daughters over to Javasco.   Javasco may in 
  fact be the single most hated person in the Zone.  The 
  only thing that really keeps him alive is that he is 
  constantly surrounded by his crew, well paid, well 
  armed, and very loyal thugs, and that the money he 
  brings in to Stomp is too important.   
   
  Brown Sugar is not Javasco’s only brothel, women who 
  prove loyalty and obedience are allowed to work in one 
  of his smaller places, and the women he trusts the most 
  are allowed to walk the streets, for as long as they can 
  earn. 
   
  
   
  Page 32 
   
   
   
   
  48. JOE DEVIL’S PAWN SHOP 
  Joe Devil’s Pawn has been 
  around for 15 years.  It was 
  originally a furniture store 
  that went out of business 
  and was quickly bought by 
  Joe “Devil” Duvall.  Joe is an 
  elderly black man, who has 
  lived in the area most of his 
  life.  His sons originally 
  worked here with him, but 
  all but one has died, and his 
  last son has moved on, 
  apparently a lawyer in 
  Portland now.  Now at 72, 
  Joe has carved out his own 
  place in the Zone, and his Pawn Shop is one of the most 
  respected and longest lasting establishments in the 
  Zone.   Joe himself is a cantankerous old curmudgeon 
  with a foul mouth and a quick temper.  But his hard 
  weathered and rough façade, he has a soft spot for 
  women and children, and has been known to give 
  children toys, and women free products they might 
  need to survive.  He also sees himself as something of a 
  ladies man, and has several “girlfriends” around the 
  Zone. 
   
  The shop itself is one of the 
  best places to buy and sell 
  goods if you don’t have the 
  time or inclination to try and 
  set up one of the black 
  markets in the Zone.  Joe will 
  buy anything he thinks he can 
  sell, though he may not offer 
  much.   In addition the shop 
  buys vehicles, some they sell, others they rent out for a 
  small fee.  Each rental vehicle is marked profusely with 
  the Joe Devil logo.  No respected gang in the Zone will 
  steal or vandalize a Joe Devil marked vehicle, as doing 
  so will violate the Neutrality truce in place in the shop 
  and make the store and its goods 
  off limits to the offending gang.  
  This may not sound like a big deal, 
  but Joe Devil’s has yet another 
  side, as the largest arms dealer in 
  the Zone.  They supply anyone 
  with the cash to afford their guns, 
  getting the latest Chinese military 
  hardware from a Triad source.  
  Eddie Guerrerro 
  AGE: 28 
  ROLE(s): 
  Savage/Solo/Fixer 
  CHARACTER POINTS: 128 
  INT:7 REF:9 TECH:9 
  COOL:9 ATTR:9 LUCK:8 
  MA:9 BODY:10 EMP:4 
  For the last several years 
  Joe Devil has taken a young 
  Brazillian named Eddie 
  Guerrero under his wing.  
  Eddie was a former pro-
  wrestler in Mexico, but after 
  numerous affairs with 
  female fans, his wife left 
  him and took their son Perro 
  with her.  He had heard she 
  was in Night City, so he 
  came here looking for her.  
  While looking in the Zone 
  for her, he came across Dead Zoners attacking woman.  
  He was able to drive them off, but was severely 
  wounded in the process.  Joe had seen the entire thing, 
  and brought Eddie back to his shop to help heal his 
  wounds.  Eddie has been a fixture ever since.  Eddie is 
  very much a lost man… when not working he spends 
  most of his time playing his guitar and drinking beer.  
  He still holds out hope he might find his wife and son, 
  and has enlisted Ditto from the Digital Renegades to 
  help him… but so far nothing at all has turned up.  Her 
  trail just vanished here in Night City.  Eddie is now a full 
  partner in the business.  He handles most of the 
  customers, as well as repossessing rental vehicles that 
  have gone overdue.  Joe has Eddie to thank for the 
  stores continued status as neutral ground.  A deal he 
  secured from Stomp in a race, the stakes of which were 
  that if he lost, Eddie would have to join Stomp.  
  Winning did not make him any friends, but the gang 
  stayed true to their word.  Eddie is a huge man, prone 
  to somber reflection, and lingering on the edge of 
  alcoholism.  A man capable of extreme violence, Joe 
  keeps him around because the younger man reminds 
  him of his own misspent youth, and because Joe Thinks 
  he can help Eddie to soothe his demons.  With 
  Customers Eddie is very straightforward and all 
  business.  Often Joe will go behind his back and help a 
  customer out who can’t afford an item, or to get an 
  item out of hock, by offering them odd jobs and letting 
  them work off the debt. 
   
  The shop itself takes up the entirety of the ground floor, 
  and the basement is where they keep their surplus.  
  The upper floors are residential, with the second floor 
  shared by Joe and Eddie, and the other rooms rented 
  out to people who Joe has taken a liking to.  A young 
  mother named Maria and her daughter Selena, Maria 
  cooks.  A plumber named Tito, and an Electrician 
  named Big Pam and her 15 year old daughter Louisa.  
  Ditto keeps a room here as well. 
   
   
  
   
  Page 33 
   
   
   
  49. JULIO’S GAS N’ GUZZLE 
  Julio’s gas and guzzle is the 
  number one place to get fuel in 
  the Zone.  The sell Gasoline, 
  Diesel, and Chooh2.  The store 
  itself is much like any other 
  gas station, though most of the 
  goods are stolen.  The fuel is 
  paid for by Stomp Street who 
  sells it at jacked up prices.  
  Fuel tankers are escorted into 
  and out of the Zone by Stomp 
  soldiers. The gas station also 
  contains a small diner, the tacos and burritos here are 
  the best in the Zone.  The place is open 24/7. 
   
   
   
  The station itself is surrounded by rusted 8 foot tall 
  fences, topped with old barbed wire, and patched up in 
  several places with sheet metal.  Heavily armed Stomp 
  guards are on duty 24 hours a day and the stations 
  central location on Stomapanato Street, plainly visible 
  from Stompanato Apartments, means back up is 
  moments away if anything serious goes down. 
   
   
  50. THE PLAZA CONCORD 
  The Plaza Concord is a derelict area on the south side of 
  the Combat Zone.  In 2012 this four square block area 
  was reZoned for gentrification.  The area was redubbed 
  the Plaza Concord and the plans were to refurbish the 
  buildings, but the growing gang problem was too much, 
  and the funding quickly ground to a halt.   
   
   For some reason the 
  western blocks of the Plaza  
  Concord, although claimed 
  by Stomp,  are almost 
  desolate.  Though there are 
  plenty of undamaged 
  buildings, but only the most 
  desperate squat here, with 
  very few long term residents.  Those that have made 
  this area their home are strange, unbalanced, and in 
  some cases downright crazy.  Many in the Zone believe 
  the area to be haunted.  The north eastern block of 
  Plaza Concord is claimed by the Kingsmen, and 
  considered neutral territory.  The south eastern block is 
  disputed between Stomp and Slaughterhouse.  It is 
  functionally neutral, but conflict can break out between 
  the two gangs at any moment. 
   
  (Plaza Concorde originally appeared in Night City 
  Stories from Ianus Games) 
   
  51. OLD CHEMICAL WAREHOUSE 
  This warehouse has 
  had several purposes 
  over the years, but it 
  was originally a 
  warehouse to 
  temporarily store 
  chemicals and other 
  toxic substances 
  during construction of 
  the city.  During an earthquake, several containers were 
  damaged, and began slowly leaking into cracks into the 
  foundation floor.  Over a year passed before the leaks 
  were discovered.  There was even talk of the possibility 
  of a subterranean pool of chemicals under the buildings 
  foundation.  The incident was 
  hushed up by the company 
  that owned the building.  The 
  chemicals were removed, and 
  the floor of the warehouse was 
  repaired, no warnings were 
  issued, in fact no government 
  agencies were even notified.   
   
  The building was sold and used as storage and business 
  space for several years.  No one stayed for very long, 
  and the businesses that did operate from hear failed, or 
  the owners ended up getting sick.  Once they tried 
  renting the warehouse out as living space to a small 
  commune of artists… this ended in tragedy when one of 
  the tenants apparently lost his mind and killed everyone 
  else in the building.  Since then the building has sat 
  empty.  And the buildings surrounding it have had their 
  own share of hard luck.   
   
   (GM’s Only:  No one 
  knows it, but the 
  chemical spills in this 
  building so many years 
  ago are the real reason 
  so many people believe 
  the area to be 
  unsettling, even 
  haunted.  Fumes from 
  the chemical soup under 
  the building apparently 
  seep out through the soil 
  in trace amounts.  The 
  area doesn’t smell right.  
  Animals avoid the place, 
  although there are 
  insects in abundance and 
  dead birds can be found all over the area.  If a pocket 
  of the fumes are encountered, a person will feel 
  disoriented, light headed, even hallucinations.) 
  
   
  Page 34 
   
   
   
   
  52.  THE FOUNTAIN 
  Between the 
  buildings and 
  beneath the canopy 
  of overgrown trees 
  and in the small 
  triangle just 
  southwest of the 
  old chemical 
  warehouse, 
  bordered by MLK, Ellis and 52nd Street, is a small 
  forgotten park.  In this park lies a crumbling fountain 
  with a statue of a nude woman reading as its 
  centerpiece.  Even people who have lived in the Zone 
  for years are unaware of its existence.  Those who are 
  stay well away from it.   
   
  People talk of 
  seeing a man in 
  the park, a man 
  covered in dead 
  birds.  The man 
  will attack anyone 
  who gets too 
  close, and the 
  smell of him is 
  unbearable.  The 
  Stomp Streeters 
  who claim this as 
  their territory 
  won’t go anywhere 
  near the place or 
  the man, believing 
  them both to be 
  cursed.  It is said 
  that tragedy will 
  befall any who see 
  him.  Parents warn 
  their children that 
  if they are disobedient he will steal them in the night 
  and devour them.   
   
  The man is known only as The Coocooey.  It is said the 
  man is the ghost of the woman depicted in the statue in 
  the park, that he was cursed to roam the earth after he 
  killed her.  Still others say she was murdered by 
  another, and that he uses the birds as his eyes, and he 
  seeks the ones who murdered his beloved… unable to 
  rest until he finds them. 
   
  There have been a few groups who have tried to hunt 
  the man down, but he eludes them every time.  People 
  who go after him alone are usually never seen again.   
   
  (The Statue appears in Night City Stories from Ianus 
  Games) 
   
  53.  ABANDONED POLICE PRECINT 
  Just as the walls were 
  being finished, right 
  before Carnival was 
  announced, the Night 
  City Police were in a 
  hurry to get this small 
  police precinct station 
  cleared out.  It had 
  been the target of gang violence for the last few years, 
  and in 2020 alone 12 officers from this station ahd been 
  wounded or killed.  The officers that remained were 
  looking forward to clearing out for good. 
   
  They began 
  clearing the 
  building out in 
  stages, moving 
  as much as 
  they could in 
  panel vans, 
  while fellow officers gave escort in and out of the area.  
  However due to numerous delays, the officers were late 
  in getting every thing out.  With only an hour before the 
  Zone was sealed, and Carnival was announced, most of 
  the officers remaining merely fled the scene.  They 
  knew once it went public what was about to go down, 
  that their little station would face the angry retribution 
  of the streets.  When word got out that the police were 
  leaving, a riot broke out, most of the officers were able 
  to escape, but they were not able to completely clear 
  the station.  As local boosters and irate citizens chased 
  the last of the officers out of the Zone, Arthur Trent and 
  his hired guns swiftly moved to station to salvage what 
  they could.  What they found was more than they 
  expected, and ended up being the key not only to Club 
  Crossroads survival, but of the Kingsmen being a force 
  to be respected in the Zone.  In their haste, the police 
  left behind the 
  stations newly issued 
  Metal Gear armor.  
  Enough for every 
  officer assigned there 
  at the time, 32 suits 
  in all were recovered.   
   
  Now the station sits 
  empty, a heavily 
  vandalized and decaying 
  building.  The Jail Cells 
  are still functional 
  however, and the outer 
  walls are well armored.  
  Occasionally someone squats here, but no one has 
  taken over the building yet. 
  
   
  Page 35 
   
   
   
   
  54. CLUB CROSSROADS 
  Club Crossroads is the 
  largest and most popular 
  nightclub in the Zone.  The 
  building was originally a 
  drug store, but has been 
  extensively remodeled.  
  Before the walls went up, 
  Club Crossroads was a fairly 
  popular nightclub, and one of the few successful 
  businesses in the Marsten area.  During Carnival the 
  bars owner, Arthur “King” Trent, hired muscle to protect 
  the club, after the shooting was all over, he kept them 
  on, and gave them well paying jobs as the clubs 
  security team.   
   
  Even locked inside the Zone, 
  the club is still well known 
  and enjoys an image of 
  patrons partying on the 
  edge.  People come from 
  outside the Zone to dance, 
  drink, and mingle with the 
  locals here.   In fact, after Combat Cab, it may be the 
  most recognizable legitimate business operating in the 
  Combat Zone. 
   
  The two 
  level 
  nightclub 
  has had 
  major 
  renovations 
  over the 
  years, and 
  it remains, 
  surprisingly enough, a well maintained and styled 
  establishment.  The clientele features a large mix of 
  locals, from every neighborhood in the Zone.  And it is 
  not uncommon to see rival gang members dancing or 
  drinking in close proximity.  The place also attracts a 
  large number of people from the city, and occasionally 
  celebrities can even be spotted here.  While the 
  Kingsmen, Trents security group, keep everything in the 
  bar and the surrounding area peaceful, (Including 
  constant surveillance of the area from a sniper hut on 
  the roof), violence does break out occasionally.   
  Usually a fist fight, occasionally a stabbing… but 
  everyone knows that if someone pulls a gun in the club 
  the Kingsmen will react with lethal force.  That doesn’t 
  stop deals from being made, or targets from being 
  identified.    
  The northern portion of the building has its own front 
  and rear exits, and serves as Arthur Trents residence.  
  It only has one known entrance into the club, on its 
  second floor, and he occasionally uses it as a VIP area 
  for the most special of guests. 
   
  (For more information on the Kingsmen see Gangs Of 
  The Combat Zone.) 
   
   
   
  
   
  Page 36 
   
   
   
   
  55. TACKLE AUTOMOTIVE 
  Tackle Automotive is a different kind of auto repair 
  shop.  This small garage is owned and run by an old 
  Nomad mechanic named Dallas Henry Tackle.  Tackle 
  can get just about anything on wheels moving again, 
  but his specialty is what he calls his “Wasteland 
  Custom”.  Especially popular with Maelstrom, Tackle will 
  armor and equip the car according 
  to his nomad sensibilities… usually 
  this means welding on scrap metal 
  to every surface he can, reinforcing 
  the chassis, overhauling the engine 
  for torque and acceleration… 
   
  Before moving to the city, Tackle 
  worked as a Aldecaldo mechanic at 
  Wandering Joe’s out at the Night City 
  Nomad Market.  Apparently they had a 
  falling out, neither of them is saying what it was about, 
  nor is anyone sure why a nomad like Tackle would shut 
  himself away in the Combat Zone in the heart of Night 
  City.  What is apparent however, is that even though 
  the vehicles he customizes tend to end up looking like 
  something chewed on them and spit them out, they will 
  run hard and fast, and are near impossible to kill.   
   
  Tackle has a special affinity for vintage American 
  vehicles, especially old muscle cars.  He is not a fan of 
  Asian vehicles, and thinks European rides are for 
  sissies.  He is quite outspoken and opinionated on a 
  number of issues, but his work with an engine has 
  earned him a reputation in the Zone, and even Stomp 
  and Slaughterhouse will bring their older vehicles to him 
  for engine work, but by far Maelstrom are his most loyal 
  customers.  He sits directly across from Club 
  Crossroads, in the Territory patrolled by the Kingsmen.  
  He lives in the shop, and the place definitely has taken 
  on his personality.  Tackle has a friend outside the 
  Zone, another nomad named Spokes, who sells him 
  cars to old or beat up to be worth much except in the 
  Zone, where vehicles of any kind are at a premium.   
   
   
  (Tackle Automotive created by Joe Klemann)  
   
  56. BANGERS 
  This small office building is 
  home to a small pornography 
  production crew.  The owner, 
  Chester Smalls, was making 
  his dream come true, he was 
  making an epic action film… 
  but he was cutting corners every step of the way, doing 
  a lot of rogue filming without permits, he never 
  acquired insurance, and he  was using uncertified stunt 
  men and pyro-technics guys.  He also had been in a 
  lucky position and had managed to court a young but 
  rising star, Luke Swanson, who had already achieved 
  national notice for his performance on a television cop 
  show.  Unfortunately, his cost cutting included safety 
  measures, and the young actor along with 3 crew 
  members were killed in an explosion that went horribly 
  wrong. 
   
  Chesters face was badly burned in 
  the accident, but he was able to 
  grab the footage that had been 
  filmed and as much equipment as 
  he could, and fled to the Combat 
  Zone.  However with his face plastered all over the 
  news, he was soon recognized.  Stomp Street 
  approached him, offering him protection, but in return 
  he would have to make the movies Stomp wanted him 
  to make, pornography.  Stomp promised that one day 
  they would fund him the money to finish his film, and 
  even help with his legal fees… but this quickly turned 
  out to be a pipe dream, as they have more or less kept 
  him captive in the Zone, churning out skin flicks.  
  Chester has however, been making headway in 
  meetings with Carnicero and has been given the go 
  ahead to finish his action film as a porno, provided he 
  does not leave the Zone.   
   
  Bangers Studios knocks out about 2 
  films a week.  Most tend to have a 
  heavy gang influence, and feature a 
  majority of Hispanic actors and 
  actresses.  They are  small quick films, 
  but a few of them have been a bit edgier or more 
  artistic in nature.  He is also fond of using cyber-
  enhanced men and women, and even pairing full 
  conversions with unaugmented partners.  Stomps main 
  pimp, L’il Miggy despises Chester, and vice versa, as 
  Chester refuses to allow Miggy to use his girls, or to get 
  in on the action… Though 
  Miggy has started making his 
  own, much more abusive and 
  exploitive films, which 
  Chester is forced to edit and 
  produce. 
  
   
  Page 37 
   
   
   
  57. THE HOLE 
  The walls separating 
  the basements of 
  this cluster of 
  buildings have been 
  knocked out.  The 
  rest of the buildings 
  are home to their 
  prospective business, 
  a Mexican 
  restaurant, a beauty 
  salon at either end, 
  and the 3 in the 
  middle which currently sit empty.  But the basement is 
  known collectively as the Hole.  The hole is where all 
  manner of blood sports take place.  On any given day 
  you find cock fights, dog fights, 
  snakes versus mongoose, word is 
  they even had two chimps once.  
  Every day of the week, something 
  is fighting and dying here to 
  frothing at the mouth crowds of 
  onlookers betting on the outcome.   
   
  Friday nights is where the real 
  action is.  On Friday nights they 
  stage underground bare knuckle 
  pit fighting here.  Most of the time 
  the fights go till someone is 
  knocked out or gives up… but 
  deaths occur, and serious, even 
  lifelong injuries are not 
  uncommon.  Occasionally, two 
  opponents who have a serious beef 
  with each other will even agree to fight to the death. 
   
  While the Hole is run by Stomp, the fights are open to 
  anyone, of either gender, and a good fighter can make 
  a lot of money here.  However its best to remember 
  that this is the Combat Zone, and medical care can be 
  hard to come by reliably and quickly.  Once the fight 
  begins there are no rules; however fighters are agreed 
  to meet each other, and be given the opportunity to 
  size each other up before the fight starts, only when 
  both fighters agree after this, will the fight commence.  
  Normally the fights don’t pay the fighters directly, 
  instead the fighters bet on themselves.  But sometimes, 
  for very large sums of money… specialty fights will be 
  arranged… for instance a heavily cybered opponent may 
  be paired with several opponents at once, or someone 
  may have to fight 
  an animal, usually 
  one of the more 
  vicious dogs.  
  Really anything 
  goes, and 
  occasionally Stomp 
  members who 
  have beef will be 
  forced to settle 
  their dispute here. 
   
  These types of places are all over the Zone, 
  Slaughterhouse has their own equivalent, so does 
  Maelstrom.  There are times when disputes between 
  gangs are settled in this manner.  This usually happens 
  at the Martin Luther King football field at night. 
   
  58. ORPHANS WAREHOUSE 
  This large, run down, and heavily 
  vandalized warehouse is located 
  right against the wall, and is the 
  hangout of the Orphans.  The 
  entire block that surrounds it is 
  full of similarly 
  rotting and decayed buildings, all of 
  which are swarming with the 
  Orphans, who try desperately to 
  maintain their turf while being little 
  more than a nuisance to Stomp who 
  surrounds them to the west and 
  South, and Bushido, who thinks of 
  them as little more than a loud 
  annoying buffer for Stomp. 
   
  The warehouse itself is a 
  mess, broken bottles, 
  syringes, beer cans, other 
  garbage, and whatever 
  scavenged furniture the 
  Orphans can put in here until 
  it is destroyed or  simply rots 
  away, litter the floor of the 
  building amidst stagnant puddles of water.  The entire 
  gang parties here virtually every night, the loud metal 
  can be heard for blocks.   
   
  While the Orphans are a large enough 
  gang to keep their territory, however 
  tenuously, they have no friends and 
  garner little respect.  Their adherence 
  to their skinhead racist roots keeps 
  even relatively benevolent gangs like 
  Bushido from allying with them.  Up until recently it was 
  only a matter of time it seemed before Stomp grew 
  tired of them and wiped them from the map, but lately 
  they have been getting guns, ammo and cheap drugs 
  from an outside group of white supremacists. 
   
   Regardless of their 
  reputation as a joke 
  among the other 
  gangs, trespassing 
  on their territory is 
  extremely 
  dangerous, as they 
  will ambush anyone 
  wearing gang colors, 
  anyone of color, or 
  anyone who is seen as having something they want.   
   
  (For more on the Orphans please see Gangs Of Night 
  City.) 
  
   
  Page 38 
   
   
   
   
  59. FUNKY TOWN (BUSHIDO 
  TERRITORY) 
  Funky Town takes up the Northwest 
  corner of the Combat Zone, and is 
  claimed by Bushido.  It is probably the 
  safest area in the Zone, as well as one 
  of the strangest.  This is mostly due to 
  Bushido’s influence.  Even before the 
  walls went up, Bushido claimed the 
  streets here.  Bushido is something of 
  a guardian gang centered around 
  martial arts whose style can best be 
  described as  “kung-fu-funk 
  nightmare!”  The leader of the gang, 
  who goes only by the name Shogun, has wiped most of 
  the violent crime from his area 
  with his gang.  While the gang 
  prefers to settle things with martial 
  arts, preferably in a non-lethal 
  fashion, they are also heavily 
  armed and well equipped, and not 
  afraid to deal with any threat to 
  the community. 
   
  The gang’s style and jive 
  talking demeanor is 
  strange enough, but as 
  part of their deal with the 
  locals, it is suggested, 
  that anyone who wants 
  their protection to let 
  them hook up speakers 
  outside their businesses 
  and homes, through 
  which they will pump funk 
  music 24 hours a day.  Its 
  not required by any 
  means, but most of the 
  businesses in the area comply, because it will mean 
  Bushido members will hang around longer, and their 
  presence will keep trouble away.  It has also led to a 
  spider web of speaker 
  cables strung across 
  rooftops and alleyways.   
  Unlike most gangs, who 
  charge their fees to stores 
  to protect them from 
  themselves, Bushido 
  actually does protect the 
  neighborhood, and acts 
  benevolently in the 
  community. 
   
  This is also one of the most 
  diverse areas in the Combat Zone, 
  and the only place outside of rice 
  town where you will see a 
  significant Asian population, in 
  addition to blacks, whites, and 
  even hispanics, many of whom 
  come to escape Stomp and in turn 
  have introduced Bushido to 
  Tijuana brass jazz, which seems to 
  fit in well with their funk 
  sensibilities and its not uncommon 
  to hear some Herb Alpert plying through the speakers.   
  Bushido’s odd mix of retro 
  style has actually started 
  rubbing off on the civilians 
  here as well, and has 
  become something of a 
  fashion trend here, 
  although few take it as far 
  as the actual gang 
  members. 
   
  Funky Town is the 
  only area in the Zone 
  to have a functioning 
  movie theater, it 
  plays whatever old 
  movies it can aquire, 
  but every Friday night 
  there is a kung-fu 
  double feature, and 
  every saturday night 
  a blaxploitation 
  double feature.  It 
  also has a rather 
  strange bar/arcade, 
  both are owned by 
  the Bushido leader.  
  Because Funky Town 
  is the safest place in 
  the Combat Zone (this does not mean it is actually 
  safe), there are several successful 
  businesses here, and residential rent is 
  higher on average here than anywhere 
  in the Zone save for in the towers 
  controlled by Shrapnel and the Walking 
  Dead.  There are also a lot of street 
  performers here, including musicians 
  and breakdancers. 
   
   
   
  (For more Information on Bushido please see Gangs Of 
  The Combat Zone.) 
   
  
   
  Page 39 
   
   
   
   
  60. TOKYO ROSE’S 
  Tokyo Rose’s is the most well known and 
  respected brothel in the Combat Zone.  It 
  is named for its owner, a Japanese 
  Madame, formerly associated with the 
  Yakuza, who was forced out of J-Town 
  after one of the organizations bosses was 
  killed in her establishment. 
   
  The lower level front widows are used by 
  the prostitutes she employs to display 
  themselves.  Rose employs men, 
  women, and everything in between.  The 
  interior of the brothel is decorated in an 
  odd mix of Japanese and South Pacific 
  motifs, with bamboo furnishings, glass beaded curtains 
  in doorways, lanterns, and sliding doors.  The building 
  itself was once a duplex, but has been extensively 
  remodeled.  Rose’s is in the NW corner of Bushido 
  territory, and enjoys a good relationship with the Gang. 
   
  Unlike most of the brothels in the Zone, 
  Rose’s place is known for not abusing its 
  whores, and they work on a volunteer basis 
  with the right to refuse any customer or 
  service.  The brothel is open 24 hours a day 
  and usually employs between 12 and 15 
  prostitutes, predominantly female.  Tokyo 
  Rose lives here along with her body guard/bouncer, 
  Kato, an ex Sumo Wrestler.  The building’s 
  basement is used primarily for storage, 
  however there are is a small medical room 
  and two bedrooms here, and one is taken 
  up by a well equipped Ripperdoc who is employed by 
  Rose to keep his women clean and healthy.  There is 
  also a fourth, concealed room here, usually used to hide 
  contraband, but there is a bed in the room. 
   
    
   
   
  1.Display Windows  2.Entrance  3.Main Foyer/Receiving room   
  4.Rose’s Office  5.Rose’s Bedroom   6.Stairway to Heaven 
  7.Bedrooms   8.Security office/Kato’s bedroom 
  9.Stairs Leading to basement   10. Rear Door 
   
  (Tokyo Rose’s originally appeared in Chasing The 
  Dragon from Atlas Games, and appears here slightly 
  modified.) 
   
  61. CHANDLER INVESTIGATIONS 
  Barnaby Chandler was a good 
  cop, a loving husband, and a 
  doting father.  That all changed 
  when he and his wife Elizabeth 
  were driving to see their children 
  graduate from the Police 
  academy.  Barnaby was nearing 
  retirement and was proud to see 
  that his offspring would carry on 
  the family traditions.  Then the 
  explosion went off.  Elizabeth was 
  killed and Barnaby’s body was so 
  damaged it had to be replaced 
  with a full conversion package.  
  The family wasn’t wealthy, but his 
  son and daughter used their 
  mothers insurance money to purchase a Gemini 
  package for Barnaby, paid in full, rather than let the 
  police equip him with their standard package and indebt  
  him for life.  The only lead police disappeared into the 
  Combat Zone, and the brass would not give him the 
  backup or resources to go in after him.  Chandler went 
  in anyway, he found the perp, and dragged him out of 
  the Zone.  Then Chandler turned in his badge. 
   
  His children followed after him, 
  and together they founded 
  Chandler Investigations, and 
  private detective agency in the 
  Combat Zone.  They specialize 
  in finding and retrieving 
  people, be they criminal or 
  otherwise, from the Zone.  
  Barnaby’s children, Laurel and 
  Marlow, are twins.  Both have 
  extensive police training with 
  their father keeps them up to 
  date on, even having them train with members of the 
  Walking Dead to stay sharp.  Laurel had originally 
  hoped to get into Net-Sec, and is a fairly skilled 
  Netrunner.  Marlow is an expert 
  marksman who was being 
  groomed to be a police 
  sharpshooter.  Barnaby, with his 
  full conversion body, tends to rush 
  headlong into the enemy, often 
  unnecessarily, and often ends up 
  taking multiple gunshot wounds.  
  The entire family still has their 
  citizenship, which allows them to 
  travel freely to and from the Zone, 
  and have the proper permits for 
  most of the hardware they use. 
   
  Chandler Investigations sits in the corner office just 
  above a small liquor store facing the wall.  Laurel and 
  Marlow have apartments in the city, as does Barnabas, 
  but he spends nearly every night at the office. 
  
   
  Page 40 
   
   
   
   
  62. BUSHIDO DOJO 
  The Bushido Dojo is the main hangout for the somewhat 
  odd guardian gang.  It is owned by Shogun, who was at 
  one point a national champion in Karate and Tiger Claw 
  Kung-Fu, before he retired to open his own school. 
   
  Most of the 
  Dojo’s 
  instructors 
  are members 
  of Bushido, 
  many of 
  them former 
  students of 
  Shogun, or his Fu Chiao Pai sifu, Master Wong.  Shogun 
  and his girlfriend Caramel live in the Dojo along with his 
  right hand Fox and Master Wong.  The building itself is 
  a former boxing gym that has been extensively 
  renovated into a two story dojo, The dojo itself takes up 
  most of the building… an open flat area taking up 2 
  thirds of the ground floor.  The back wall is adorned 
  with a 
  multitude of 
  weapons, 
  both real and 
  training 
  versions.  
  Gymnastic 
  Equipment, 
  wooden man, 
  and other 
  equipment 
  are stored in a room at the north end of the building, 
  next to the locker room.  The ground floor also has a 
  weight room, a small kitchen, a dining/meeting area, a 
  small clinic, and an office.   
   
  The Locker room, bathroom and 
  showers are all co-ed, and the locker 
  room has a steam room built in.  In the 
  office, hidden behind wall panels, is a 
  large armory room, where Bushido 
  keeps a large variety of firearms, and 
  even some explosives.  The building 
  has an odd décor, with walls and sliding 
  doors made too looks like traditional 
  bamboo and rice paper, but are actually quite sturdy.  
  However there are also neon lights and signs lining the 
  place, underneath the dojo mats are plexiglass disco 
  floors, and a mirrored ball hangs over the center of the 
  room.  Outside a high fence protects the western side of 
  the building, and the exterior western wall has been 
  converted into a climbing wall. 
   
  The Second floor of the building overlooks the dojo, and 
  has 4 bedrooms, the largest shared by Shogun and 
  Caramel, one for Fox, one for Wong, and a small guest 
  room.  There is also a large central common area with a 
  stereo wired to the whole building, and a large screen 
  television.  When Wong is not teaching class during the 
  week, he can often be found up here watching Soap 
  Operas.   
   
  The School is open to anyone, provided they are willing 
  to learn.  Students are not allowed to bring weapons 
  into the Dojo unless they are members of Bushido or 
  have been given permission by Shogun in advance.  
  Tuition fees for the school is determined by Shogun, 
  and often varies greatly depending on what the student 
  can afford, and how much Shogun likes the student.   
  Students can also work off their tuition, doing odd jobs 
  at the Dojo, Solid Soul Pizza and Tacos, or Theater 
  Dynomite.  Once enrolled, a student can take as many 
  classes as they like and can use the weight room and 
  climbing wall anytime during business hours. 
   
  A Bushido member who wishes to be an instructor must 
  have mastered a Martial Art know one else in the school 
  is teaching, although if they do not have that 
  knowledge, they may serve as a teachers assistant.  
  Caramel teaches Pao Pat Mei, and Fox teaches Jeet Kun 
  Do.  Sifu Wong is a master of several Chinese Kung Fu 
  Styles, but only teaches a handpicked few students.   
   
  
   
  Page 41 
   
   
   
   
  63. THEATER DYNOMITE 
  Theater Dynomite 
  sits in the ground 
  floor of an 
  apartment building.  
  The theater mostly 
  shows whatever old 
  films it can get its 
  hands on, and has a 
  pretty good collection of old movies.  On Friday nights, 
  at the insistence of its owner, Shogun, the theater plays 
  a double feature of old Kung Fu or samurai flicks from 
  his personal collection, and on Saturday night they play 
  a double feature of old blaxploitation flicks.   
   
  The charge to see 
  a movie here is a 
  dollar per person, 
  or 5 bullets, a can 
  of food will pay for 
  up to 4 people.  
  Popcorn is made 
  fresh, and the 
  theater sells pizza 
  made at Solid Soul 
  as well.  In 
  addition to soda, beer is also available.  Seating in the 
  balcony on a Friday or Saturday night is an invitation 
  only affair, as it is reserved for Shogun and the rest of 
  Bushido.   
   
  The theater itself is a 
  pretty simple affair, and 
  except for the posters in 
  the lobby it lacks the 
  style of the rest of 
  Shoguns businesses; 
  however it is an 
  extremely profitable 
  business for Shogun, as it 
  is one of the few places that provide entertainment that 
  doesn’t involve putting someone’s life at risk.  On 
  Sunday mornings, Shogun will often set up an encore 
  presentation of the movies shown on Friday and 
  Saturday night in the Dojo, as there are no classes held 
  that day. 
   
  The theater is run By Disco Dave, and usually staffed by 
  Shoguns students looking to make a quick buck or to 
  pay their tuition. 
   
   
  64. SOLID SOUL PIZZA, TACOS, AND SUSHI 
  Solid Soul has 
  taken over the 
  two 
  southernmost 
  buildings of this 
  small complex.  
  Opens have been 
  made in the walls 
  allowing access 
  between them.  The southernmost section is an arcade, 
  full of old video games, pinball games, skeeball and 
  various other coin operated games.  The games are all 
  free to play, and attract a lot of kids as well as adults.  
  They don’t have anything new or fancy, no braindance, 
  just some of the best video games of the 70’s, 80’s and 
  90’s and a variety of pinball games. 
   
  The other half of the building 
  is a restaurant with a pretty 
  eclectic menu.  A Japanese 
  Chef named Ricky-Roll runs 
  the palce, and makes sushi 
  and runs the teppanyaki 
  grill.  His food is generally 
  considered to be delicious; 
  although he has to make due with ingredients he can 
  obtain within the Zone… which 
  means the meat is often rabbit 
  or rat.  Big Slim works the 
  kitchen, and cooking pizzas and 
  keeping the taco bar stocked.  
  There are usually a few 
  students at Bushido working 
  here as well. 
   
  The décor of the place is truly bizarre.  Katanas hang on 
  the wall under sombreros.  The tables all glow but are 
  surrounded by egg chairs or simple wooden benches.  
  The bar is well stocked, but the glasses don’t match.  
  Neon and disco lighting adorn the place, as well as 
  posters of Bruce Lee and Dolemite.  The ceiling fans 
  have been covered in mirrored squares like a disco ball.  
  Funk music alternatives between traditional asian 
  ballads. 
   
  But it gets the weirdest on Karaoke night… 
  
   
  Page 42 
   
   
   
   
  65. THE LO-LIFE 
  The Lo-Life is the northeastern 
  most business in the Zone.  It 
  sits right next to the NE 
  entrance, and it takes 
  advantage of that.  The owner 
  is an uptown fixer named 
  Sketch.  Sketch is a respected 
  talent broker who paid a song 
  for the bar after the walls went 
  up.  Then, after the trouble 
  died down, he opened the 
  place as a convenient hassle 
  free place where any deal 
  could be struck, anything 
  could be bought or sold, 
  without the law interfering.  As 
  a bonus he never has to worry 
  about health inspectors, permits, or taxes.  On top of 
  that, due to its location of being technically inside the 
  Zone, but within steps of the exit, the bar has become a 
  popular place for corporates and rich kids to go 
  “slumming” in the Zone so they can tell their friends 
  how hardcore they are.  But it also gets the best booze 
  in the Zone, and the eatery next door, also owned by 
  Sketch, gets fresh food.  So the places have also 
  become popular with the locals who can afford it… 
  which usually means pros laying low and hard men and 
  women who can get the job done.  This creates a 
  perfect melting pot for the kinds of deals made here. 
   
  But it comes at a cost… the beaver brats and suits that 
  come tend to give the place a low reputation with the 
  rest of the Zone.  It’s not a solo bar, as the place is too 
  clean, sterile, and too full of tourists for any respectable 
  pro to become a regular, 
  and its too seedy for the 
  outsiders to come on a 
  regular basis as well.  But 
  there is enough overlap 
  that deals are made and 
  contracts are brokered 
  here often.   
   
  Too keep things copacetic, Sketch has deals with 
  several bars and restaurants in the Zone to bring in 
  food, booze, and other hard to get needs.  They pay 
  Bushido their protection fee, and they pay the cops 
  guarding the Zone entrance regular bribes so that their 
  dealings and shipments go off smoothly.   
   
  There have been incidents however.  Back in 2020 a 
  group of Exotics in feline packages from Little Odessa 
  who called themselves the Aristocatz started hanging 
  around the place.  After one of them said something 
  smarmy to visiting member of Maelstrom, none of them 
  were ever seen again. 
   
  (The Lo-Life originally appeared in Night City Stories 
  from Atlas Games.) 
   
  66. MISSUS JACKSONS’S APARTMENT BUILDING. 
  Missus Jackson is a pleasant older 
  woman.  This building represented 
  not only her life savings, but also the 
  last connection to her husband.  
  They had bought the building just 
  before the walls went, and when 
  Carnival was announced, Missus 
  Jacksons husband Sammy sent her into the city while 
  he stayed behind to protect the building.  When she 
  came back, the building was untouched, but her 
  husband was found dead in their bed from a single 
  gunshot wound to the abdomen.  She never found out 
  why her husband died, or who killed him… but she 
  hasn’t left the Zone since. 
   
  The apartments in the 
  building are pretty humble, 
  nothing fancy, but the come 
  with heat and electricity, 
  and Missus Jackson keeps 
  the place clean and well 
  maintained.  She doesn’t 
  suffer fools, and is picky in 
  who she allows to stay here. 
  But the rent is reasonable at 
  only 150 a month for a 
  single, and 200 for a double 
   
  For the last year, Jackson has been seeing Master Wong 
  from the Bushido Dojo, and on his recommendation 
  several students and Bushido members have rooms in 
  her building, they pay make sure the building stays 
  safe.  She offers small discounts on rent to tenants 
  willing to help with maintenance and repairs.  She is 
  known to take special interest in tenants she likes, and 
  often makes food for them. 
     
   
  
   
  Page 43 
   
   
   
   
  67. HALL OF JUSTICE  
  This dingy store is the 
  only comic and games 
  store in the Zone, and 
  one of the only book 
  stores at all.  It was 
  around long before the 
  walls went up and by 
  an older collector, Jerry 
  Baldwin.  The store 
  wasn’t much but it 
  remained well stocked, and even managed to get new 
  books in after the walls went up.  2 years ago, Baldwin 
  was killed and the store was taken over by two men.  
  Loathsome individuals, one was a member of the Star 
  Trek Poser gang, the other was a friend from their 
  rivals, the Star Warriors.   They killed Baldwin and 
  made it look like another gang had done it.  It would 
  have worked to, if they hadn’t tried pinning the crime 
  on Maelstrom.  Fox, from Bushido, who was a regular at 
  the store was suspicious right off the bat.  And had 
  Bushido watch the store.  Fox confronted Razorfist at 
  Maelstrom, and learned that the booster leader was also 
  a regular customer at the store, and was as upset as he 
  was that Baldwin had died, and somehow these two 
  greasy punks had taken over the store.  Fox went 
  looking for D-Roc, Baldwin’s best customer, and found 
  him in a hospital just outside the 
  Zone, recovering from a gunshot 
  wound he got while trying to help 
  Baldwin.  24 hours later, the 2 greasy 
  punks had vanished, and a will had 
  turned up leaving the store to D-Roc. 
   
  D-Roc hired Fox’s nephew Double Dip, and the two have 
  been running the store ever since.  Unfortunately, the 
  most valuable items in the store had been looted by the 
  punks, but there are still a lot of back issues, and D-roc 
  has even managed to start getting new stock in.  For 
  their help, the store is very friendly with Bushido and 
  Maelstrom, and offers them steep discounts. 
   
  The store itself sits in the 
  middle of a shopping center, 
  just across from the eastern 
  wall.  It is a dirty and dark 
  little place, but it sells a wide 
  variety of comics, used RPG’s 
  and board games, records, 
  and toys.  It also has a large 
  collection of used paperback 
  books. 
   
  68. THE GAUNTLET 
  The Gauntlet… six square blocks 
  of the Zone where gangs fight 
  like dogs in the street for scraps 
  of turf.  At any given time there 
  are 6-10 gangs here, as one is 
  wiped out, another emerges from 
  the ashes.    The area is mostly 
  residential, which makes for a high population, and 
  most newcomers to the Zone, particularly refugees and 
  criminals on the run, end up here.  The Gauntlet is 
  violent and unpredictable, filled with heavily damaged 
  buildings and burnt out wrecks.  The gangs and their 
  territories are nearly 
  impossible to keep track 
  of since they seem to 
  change almost every 
  week.  This is what people 
  picture whenever the 
  Combat Zone is 
  discussed, a wild lawless 
  ghetto filled with the 
  destitute, desperate, and 
  deranged.   
   
  The most dangerous area 
  of the Gauntlet is known 
  as the Devils Spine, 
  where Martin Luther King 
  Boulevard takes on a 
  twisting serpentine 
  pattern.  Large apartment 
  buildings line this area, 
  and the gangs that 
  dominate it are murderously paranoid of strangers and 
  each other.  This section of the street is so chaotic; 
  Maelstrom uses it as an imitation.  Prospects to the 
  gang must “Run the Gauntlet”, on foot, from the edge 
  of Maelstrom territory on 49th up MLK to 46th at the 
  edge of Bushido turf , one block east, then Back down 
  Cadigan to get home.  Stomp does something similar 
  but with a twist… Stomp will force outsiders who have 
  offended them or captured rivals to Run the Gauntlet. 
   
  There have been reports that 
  criminal suspects have been left 
  by police from the city, 
  handcuffed to a light pole in the 
  Gauntlet, with signs hung around 
  their necks detailing their crimes.  
  This is a particularly gruesome 
  end, as the horrors inflicted on 
  these individuals are imaginative.   
  
   
  Page 44 
   
   
   
   
  69. THE DOCTORS OFFICE 
  Every neighborhood, even in the Zone, 
  has the creepy house everyone avoids, 
  and the creepy neighbor they that causes 
  people to say a prayer if they see him.  
  The Doctor is that man for the Gauntlet, 
  and his Office is that house.  The Doctor 
  is an aged man pushing 80’s now.  
  Addicted to opiates and embalming fluid.  
  His body shakes but as long as he has 
  had his fix his hands are steady.  He talks 
  in a low, hoarse whisper.   
   
  His office is actually an old bunker, built 
  after the Colorado Strike, when fear of all 
  out war between the US and the EU was 
  at an all time high.  On top of the bunker 
  sits an abandoned brownstone, virtually no on goes 
  there, even the most desperate of homeless… at least 
  no one who has ever been seen again.  The entrance to 
  the bunker is down the long narrow alleyway on the 
  western side of the building, down a small flight of 
  stairs.  The stairs lead to a door, which opens into a 
  narrow corridor about 20 feet long.  Hidden surveillance 
  cameras are placed in the alley, inside the building, and 
  in the corridor.   He charges 100 EB, cash, per person, 
  just to be allowed in the clinic.  Once inside they will be 
  greeted to a virtual arsenal of firearms, both carried by 
  the doctor, and hanging from pegs on the walls.  Bullet 
  casings litter the area behind the door, which has a 
  small gunport where he can deal with those who waste 
  his time.  His prices for surgery and recuperative drugs 
  are low, but so is the quality.  No one dares risk coming 
  to the doctor with anything less than a mortal wound or 
  infection. 
   
  A hidden door in the floor of the office leads to his 
  secret lab.  It is here that the Doctor stores limbs and 
  organs, and cyber, selling the ones he can on the black 
  market.  The doctor pays well for fresh undamaged 
  organs, and many seedier gangs and individuals in the 
  Zone take advantage of this. 
   
   
  1.Corridor 2.Cameras 3.Door 4.Lead lined concrete walls 
  5.Waiting Room 6.Office 7. Operating Room 
   
  (The Doctor and his Office originally appeared in Chasing the 
  Dragon from Atlas Games.) 
   
  70. THE VET 
  This is the home of a man named Dr. Oscar Crouch, 
  referred to by locals as “The Grouch”, and his son 
  Melvin.  The Grouch was formerly a Veterinary 
  researcher with Militech, looking at the effects of 
  Cybernetics on animals, and how to best utilize them 
  for military applications.  He was fired after three of his 
  test subjects were set free by a 
  sympathetic assistant, and they went 
  on a killing spree.  Crouch himself was 
  mauled in the incident, leaving him 
  horribly scarred.  His son takes care of 
  feeding and training the animals. 
   
  Here in the Gauntlet, on this 
  property, he continues those 
  experiments with dogs, cats, 
  and other assorted street 
  animals.   He pays a small fee 
  for any animals brought to him.  
  To fund his operation he sells 
  his successful animals to gangs 
  and others as watch dogs and sentry animals.  Less 
  successful animals are sold for dog 
  fights.  He also offers his veterinary 
  service to pick up extra cash, though 
  only the most desperate go to him. 
   
  The Kennel consists of 
  a two story house and 
  a walled yard full of 
  cages and small runs.  
  Usually only about 
  half the cages have 
  animals in them.   
  The animals there 
  have undergone 
  varying degrees of 
  Cybernetic Augmentation.  Most are half mad.  Three 
  augmented animals patrol the grounds at all, these 
  animals are extremely dangerous.  Crouch and son 
  reside in the upper floor; the ground floor is research, 
  with full lab and operating room.  Kept in the basement 
  are Crouch’s greatest successes, a tiger and a baboon. 
   
   
  (The Vet suggested by Companero from VFTE) 
  
   
  Page 45 
   
   
   
   
  71. LE FEZ 
   Le Fez is a well connected fixer in the 
  black market.  For the right price he 
  can smuggle just about anything into 
  the Zone.  Money, Weapons, Cyber, 
  software, equipment, medicine… but he 
  does not deal in bulk, and he charges 
  outrageous prices.  He is also not a 
  popular man due to some less than 
  savory dealings in the past, and is extremely paranoid 
  but very cheap.  Fez is a short, stubby, somewhat 
  greasy man of unscrupulous nature  who always wears 
  a red fez with a yellow tassle and stinks of cheap 
  cologne.  He speaks with a thick accent.  He employs a 
  full conversion named Montalvo to 
  act as his bodyguard.  Montalvo is 
  huge, and his Full Conversion body is 
  a heap of mismatched parts.  He 
  wears a real skin over his face and 
  neck, the last remnants of identity, 
  as well as his original Gemini body. 
   
  Fez’s shop is located in the 
  basement of a crumbling and abandoned brownstone.  
  The entrance to the building is from a small stairway in 
  the rear, at the juncture of three alleys. 
   
   
  1. Alleyways (dirty, rubble strewn, homeless people are usually 
  lingering about). 2. Door (2-inch steel, a call box sits next to it) 
  3. Security Camera (watches just in front of door, from 6 feet 
  above, sits in electrified cage to discourage tampering) 
  4. Customer Room (This is as far as customers are allowed.  The 
  far wall is made from thick polymer transparent but bulletproof 
  material, a sliding portion allows goods and cash to be 
  transferred, a computer screen sits behind the wall, with a 
  keyboard and mouse on the customer side, allowing customers 
  to browse Le Fez’s entire inventory) 
  5. Le Fez’s office/Showroom. (Select goods are on display here.  
  Le Fez has a small desk with a computer, and there is another 
  chair for Montalvo.  Beside Montalvos chair is a button to unlock 
  the door and a monitor for the security camera) 
  6. Steel Door 7. Storeroom  8. Le Fez’s Room 9. Kitchen 10. 
  Montalvo’s Room 11. Secret Tunnel (Hidden behind a sliding 
  false wall of cabinets is a secret tunnel that leads to the 
  basement of a small abandoned house just on the other side of 
  the wall outside the Zone.  This is how he smuggles goods in and 
  out of the Zone)  
   
  Le Fez is connected to a notoriously crime lord recently 
  arrived in Night City from Cairo known only as the 
  Egyptian. 
   
  (Le Fez originally appeared in Chasing the Dragon from 
  Atlas Games) 
   
  72. MERL’S 
  Merl is a former 
  soldier, a veteran 
  of the first and 
  second South Am 
  conflicts.  After 
  that he served 
  with Militech 
  before retiring to 
  Night City to open 
  up his bar.  He still 
  has a lot of friends from his old days, and a large web 
  of contacts.  He opened this bar as a refuge for vets 
  and other professionals as a sanctuary before the walls 
  went up.  When the walls did go up, it was like the Long 
  Walk all over again, the government abaondoning its 
  people.  This time he decided to hold his ground, and 
  with the help of his regular patrons, they managed to 
  hold out.  Now Merl’s is an establishment in the Zone, a 
  true Solo bar, akin to the Forlorn Hope or the Bitter 
  Sea, and often sharing clientele with them.   
   
  The building itself is rather nondescript, but Merl has 
  installed heavy security, and uses his regulars as a 
  network to keep trouble from starting and to do the 
  jobs that Merl is simply no longer up to the task for.  
  Many of his regulars are survivors from his old unit who 
  have seen more than their fair share of combat and are 
  quick to quell any trouble that pops up.  In addition, 
  there are several “Militech special security measures” 
  that Merl has “appropriated” and set up inside the bar, 
  such as a pup up 9mm minigun concealed in the bar, 
  normal loaded with rubber bullets, but can be switched 
  to standard ammo at the press of a button.  He has also 
  rigged tear gas canisters in the air vents in case, and 
  keeps a number of flashbang grenades behind the bar. 
   
   
   
  (Merl’s originally appears in Streetfighting from Atlas 
  Games) 
  
   
  Page 46 
   
   
   
    
  73. DIRTY SOUTH (MAELSTROM TERRITORY)  
  The 6 blocks of 
  the southeast 
  corner of the 
  Combat Zone are 
  known simply as 
  the Dirty South.  
  These streets and 
  one block of Plaza 
  Concord south of 
  Kings Cross to the 
  west are claimed 
  by the most vicious booster gang in the Zone, 
  Maelstrom.  They don’t have anywhere near the 
  numbers of Stomp or Slaughterhouse, nor do they have 
  an exceedingly large territory, but they make up for 
  that in pure fury and 
  aggressiveness.  Even the 
  Dead Zoners stay out of 
  Slaughterhouse turf.   
  Where other gangs sells 
  drugs,  guns, and other 
  contraband, Maelstrom 
  was formed to party and 
  to fight, even amongst 
  themselves.  The have 
  mellowed some  since 
  Razorfist took over the 
  gang, and are more interested in dealing combat drugs 
  and extorting local businesses for protection than turf 
  expansion, but they are still heavily  augmented and 
  very skilled warriors, most of whom are addicted to 
  dangerous stimulants and 
  riding the edge of 
  Cyberpsychosis.  There is 
  however still a growing 
  number of members within 
  the gang who feel they are 
  losing their roots, and wish to 
  return to their former glory 
  and expanding their turf. 
   
  The area itself is heavily tagged, the homes and 
  buildings often show heavy damage, mostly along the 
  northern edge of the territory where Maelstrom 
  frequently clashes with 
  gangs from the Cauldron 
  who either try and 
  expand into Maelstrom 
  turf, or are pushed down 
  by other gangs.  It is not 
  uncommon to see 
  streets blockaded off, or 
  fires burning from 
  smoldering wrecks.   
   
  Due to Maelstroms presence, Dirty South may be the 
  most neglected and crumbling area of the Zone.  
  Though the Cauldron is more chaotic, the gangs there 
  usually try and repair their places 
  after a firefight.  In the Dirty South 
  buildings damaged by fire, gunfights, 
  and lack of maintenance are 
  everywhere, and people stay off the 
  streets as much as possible.  The 
  gang seems to prefer the burnt out 
  buildings, rubble and trash as it 
  appeals to their anarchist beliefs. 
   
   However its not all 
  bad, business and 
  home owners who 
  do pay their rent get 
  the protection from 
  other gangs, like 
  those of the 
  cauldron and Stomp, 
  and for the most 
  part Maelstrom 
  leaves the normal 
  people alone… if someone can’t, or isn’t willing to put 
  up a fight, they have little interest to Maelstrom.  And if 
  by some miracle you happen to get on their good side, 
  or earn their respect, they will fight tooth and nail for 
  you, just ask the Stomp Streeters who tried muscling in 
  on Tackle Automotive, which isn’t even in their territory. 
   
   
   
  (For more on Maelstrom, see Gangs Of Night City) 
  
   
  Page 47 
   
   
   
   
  74. WAYLON’S 
  WEAPONS 
  This small house sits 
  close to the border of 
  Maelstrom territory and 
  the Cauldron.  Mike 
  Waylon lives and does 
  business out of this 
  building.  It is a modest, 
  almost romantic little 
  two story house, and it is relatively unscathed.   
   
   Here weapons of all varieties, from firearms to swords, 
  heavy weapons to stun guns, are bought and sold.  Two 
  things can be assured, if it was designed to hurt or kill, 
  Waylon will make a deal on it, and 2, if you buy it here, 
  it most assuredly stolen or has been used to commit a 
  crime.  Waylon lives in the house with his wife Carlotta, 
  and partner Cracker.  In addition to buying and selling 
  weapons, they also repair them and make ammunition.  
  They provide a discount on ammo if you supply your 
  own brass. 
   
  Waylon is about 40 years old and something of a 
  cowboy, Carlotta is pretty but dangerous, and Cracker 
  is a former Voodoo Boy.   They keep the weapons and 
  equipment in the basement, and pay Maelstrom for 
  protection.  Access to the basement is only possible by 
  coming into the house and the hatch to the area only 
  unlocks with one of the housemates internal RFID.  
  They only allow 1 person into the vault at a time, 2 if all 
  three are there. 
   
   
   
   
   
  75. THE BEEKEEPER’S 
   Honey has a wide 
  variety of uses beyond 
  that of just foodstuff.  
  Honey is anti-microbial 
  and antibacterial.  It can 
  be used to treat wounds 
  and burns to prevent 
  infection.  It has shown 
  to be effective in killing 
  drug resistant bio-films, 
  and it also makes a near 
  perfect preservative.   
   
  The Beekeeper, entomologist Yurgey Smojelik, is the 
  only resident of this small apartment building on the 
  Maelstrom edge of Plaza Concord.  He keeps several 
  hive boxes on the roof of the building, which he 
  harvests regularly.  He has a lab on the top floor, where 
  he has done some genetic work to increase the honey 
  flow and cut down aggression in the bees.  His ultimate 
  goal is to make a hybrid of the Brazilian Stingless Bee, 
  known for its honeys wider array of medicinal 
  properties, with a species more suited to the northern 
  California climate. 
   
   In addition to the 
  honey, these bees 
  provide pollination to 
  rooftops and backyard 
  gardens across the 
  Zone, making the 
  Beekeeper and his 
  hives an invaluable 
  benefit to the area.    
   
  Yurgey charges 5eb or the equivalent in trade for a jar 
  of honey.  He could probably charge more, however he 
  has never raised his prices, even during the winter 
  months when the supply drops.  When asked about this, 
  he responds simply with “Just trying to make up for my 
  past by doing a little good!” and refuses to say more.  
  He has however, been spotted closer deeper in the 
  Plaza Concord, in his beekeeper getup, near an area 
  where particularly large and aggressive wasps have 
  been seen.   
  
   
  Page 48 
   
   
   
   
  76. APOCALYPSE 
  This small hard core thrash bar is the favorite watering 
  hole of Maelstrom, and its evident right from the start 
  why it appeals to them.  The décor consists of broken 
  windows, barbed wire trim, what looks like scorch and 
  burn marks all over.  Illumination consists of Search 
  lights pointed at the ceiling, neon beer signs, and police 
  lights.   
   
  The clientele is 
  rough, the majority 
  being Maelstrom, 
  the others being 
  either hangers on, 
  or people brave 
  enough to enter a 
  bar full of jacked up, 
  heavily augmented boosters and raging on the ear 
  splittingly loud thrash metal that’s being played.  
  Several bands have regular bookings here, mostly small 
  underground groups, or locals.  But occasionally 
  someone with a following comes in, as among the 
  Thrash scene in Night City you aren’t anyone till you 
  have played Apocalypse. 
   
  The owner of the bar is a 
  woman named Terrible 
  Nell. Nell is a large 
  woman, but don’t let her 
  size fool you, the woman 
  chews iron and spits 
  nails.  She doesn’t take 
  shit, even from 
  Maelstrom.  Terrible Nell 
  is old school punk and 
  speed metal, and she 
  respects Maelstroms 
  attitude, the preference for a good old dust up rather 
  than just whipping a gun out right away.  Plus they 
  have the same taste in music.  But she doesn’t let the 
  gang push the bars employees, or the patrons around.  
  She employs to Maelstrom’s bouncers, but she makes it 
  well known that if they disrespect her, her crew, or her 
  customers, they will be out on their ass.  Razorfist 
  greatly respects her attitude and guts, and keeps his 
  people in line… well as much as anyone can. 
   
  1.Front Door (2 large and 
  heavily augmented 
  Maelstrom members 
  named Frak and K-Rom 
  act as Bouncers.  They 
  charge 10eb per head, 
  Maelstrom always gets in 
  free.  They are armed with 
  high voltage stun batons.) 
  2. Bar (Apocalypse employs 
  two bartenders, a man 
  named Fumbler and a 
  woman named Six).   The 
  bartenders have cattle prods 
  for more unruly customers, 
  as well as each carrying a 
  handgun, and a loaded 10 
  gauge shotgun sits within 
  easy access under the bar.  
  Fumbler used to tend bar at 
  the Totentantz, and brought 
  the recipe for the Armageddon here.) 
   
  3. Stage (The stage is enclosed 
  in a chain link fence.  The acts 
  booked here are generally 
  punk, thrash, and speed metal, 
  however occasionally they get 
  in some of the harder 
  Industrial, Ska, and Rap/Rock 
  groups as well.) 
   
  4. Sound booth (Two techs are full 
  time employees here; Bitz works the 
  sound while his girlfriend Rings 
  works lights.) 
   
  5.  Backstage   6. Dressing room  
   
  7. Storage room and access to the Nell’s  
  basement living quarters.  
   
  8. Rest rooms 
   
   
  (Apocalypse originally appears in Chasing The Dragon 
  from Atlas Games.) 
  
   
  Page 49 
   
   
   
   
  77.  SHAMAN’S CHURCH 
  Shaman is 
  the mental 
  health 
  counselor and 
  spiritual 
  advisor to 
  Maelstrom… he is also just a bit crazy.  As a counselor, 
  he is brilliant, through his therapy; he has counseled 
  many to regain a semblance of humanity, to come back 
  from the brink of Cyberpsychosis.  This much alone has 
  gained him some respect and even referrals from 
  Shrapnel and Walking Dead.  However his successes, 
  even in spite of his exile from legitimate practice and 
  his own experience with augmentation, have given him 
  something of a God complex.  His sermons preach 
  about the positive aspects of augmentation, of 
  transhumanism, and of maintaining a benevolent 
  outward appearance.  But underneath that message is a 
  hidden subtext of self-fulfillment, superiority, both 
  physically and morally, of augmented individuals, and in 
  secret sermons he talks of punishing those who would 
  oppose what he calls the Homo-Mechanis Movement.  A 
  movement still in its infancy, but one which talks of the 
  Homo-Mechanis (his terms for trans or post human 
  beings, those who have undergone significant 
  cybernetic augmentation or replacement) 
  rise to power to rule over the chattel still 
  clinging to their flesh.  He feeds the fire of 
  these select few, usually those riding the 
  edge of cyberpsychosis who are susceptible, 
  with emphasis on the mistrust and prejudice 
  shown them by non-or lightly augmented 
  humans, feeding into the persecution 
  complex.   
   
  While there are members of Maelstrom and Shrapnel in 
  his secret congregation, no one in the gangs who is not 
  a member including their leadership is aware of the true 
  nature of Shaman.  He is however manipulating 
  members behind the scene for a possible coup of both 
  gangs… 
   
  The church itself was an 
  abandoned outreach church, it 
  has seen years of neglect, and 
  most of the inner walls, and the 
  second story floors have fallen 
  in.  While this would present an 
  extremely dangerous situation 
  for most people, the members of 
  his congregation are so highly 
  augmented that the risk is negligible.   
   
  78. NOVA MOTEL 
  This old motel sits next to 
  Shaman’s Church on 52nd 
  street between Stompanato 
  and Cadigan.  The owners 
  abandoned it during Carnival and when they returned 
  found Maelstrom had taken the place over.  The motel 
  now serves as their current home. 
   
  The motel itself is in 
  shambles as Maelstrom 
  cares little fro 
  maintenance or 
  housekeeping.  Most of 
  the windows have been 
  broken out, and many of 
  the doors barely hang off 
  their hinges.  Gang leader 
  Razorfist and his lover 
  Sable occupy the office and managers quarters along 
  with Razorfists kid sister Dawn.  The other rooms are 
  pretty much left to whatever Maelstrom leaders and 
  members decide to squat in them at any given time.  
  The rooms and parking lot are covered in trash, broken 
  furniture, broken bottles, cans, and drug paraphernalia.  
  The pool has been drained, and now serves as a 
  makeshift mosh/fight pit.  Maelstrom parties hard every 
  night in a drunken orgy of loud music, sex, and 
  violence.  They have set up access to the roof and 
  something of a stage where live music, usually favorite 
  performers from Apocalypse, can play.  Maelstrom 
  members who don’t make it to a room can usually be 
  found passed out in vehicles or 
  on the ground in the morning.  
  Initiates must prove themselves 
  in the pit, and most disputes or 
  challenges for position are 
  settled there as well. 
   
  In the basement under the lobby, is a place called the 
  Nursery.  Here is where Maelstrom keeps its members 
  they call Psychos.  These dangerous men and women 
  have crossed the line into full blown Cyberpsychosis, 
  and are kept in the room, strapped down, and kept 
  calm with drugs and braindance.  They are both 
  honored, and used as a secret weapon against 
  Maelstrom enemies.  When the need arises, they will 
  select one of the Psychos, pump him full of stimulants, 
  painkillers, and hallucinogens, and unleash him on their 
  enemy on a berserk rampaging 
  suicide mission.  The threat alone 
  is enough to keep both 
  Slaughterhouse and Stomp from 
  starting any serious altercations 
  with Maelstrom. 
  
   
  Page 50 
   
   
   
  INTERESTING PEOPLE IN THE COMBAT ZONE 
   
  ESME SOLEDAD is a 
  17 year old Thelas 
  nomad from 
  Columbia.  She is in 
  the Combat Zone 
  looking for her older 
  sister Luba.  Luba 
  was a drug mule for a 
  Cartel, delivering 
  Synth Coke to Stomp in Night City.  Esme had been 
  trying to convince her sister to get out and join her on 
  her boat, but her older sister had one last job to do, 
  something that would earn her enough to start fresh.  
  Something went wrong, and Luba disappeared.  Esme 
  originally thought she was dead, but found out that her 
  sister was sold to L’il Miggy by Carnicero after her plans 
  to quit were discovered.  That was 6 months ago, now 
  Luba is here in the Combat Zone, desperate to find her 
  sister and get her out.  She is squatting in a rathole 
  shed in an ally deep in Stomp territory, and has been 
  casing the brothels looking for any sign of her sister, 
  but she has to be very careful to avoid anyone 
  discovering what she is up to.  She has taken a job at a 
  local restaurant to make money to survive on while she 
  is in the Zone, but has her boat and crew on standby, 
  doing a bit of local smuggling, for a quick escape.  She 
  has also been in contact with Maelstrom through their 
  Nomad branch, and has paid them to escort her and her 
  sister out of the Zone when she finds her.      
   
  NO-JOE woke up wounded in 
  an alley next to a burning 
  building in the Combat Zone 2 
  years ago with no knowledge of 
  who he was or even what his 
  name is.  He was found by 
  members of Hard 8 wandering 
  the streets, who took him to 
  Doc martins, but while the 
  ripperdoc was able to treat the 
  wounds, he could do nothing to 
  restore Joe’s memory.  Hard 8, 
  feeling some measure of 
  sympathy for the man, tried using their own web of 
  contacts to determine his identity but nothing came up.  
  No-Joe has been working odd jobs around the Zone, 
  trying to earn enough money to have the Digital 
  Renegades run a hack on police databases to see if they 
  can find out who he is.  For some reason, police make 
  him extremely uneasy, and while he has attempted to 
  leave the zone several times, the police presence has 
  always made him turn back.  He cannot give a reason 
  for it, but when he sees police, his gut tells him to run.  
  Perhaps this is why he has procrastinated for so long to 
  determine what his real identity is, the fear that 
  whoever he was, must have done something horrible to 
  be on the run from police.  To add to this, is the fact 
  that he was found with a half empty gun.  He has 
  attempted to get rid of the gun several times, but has 
  always retrieved it, for some reason he simply feels 
  safer with it on him.  Also disconcerting, he was 
  attacked by Dee-Zee’s two months ago, and was able to 
  fight off 6 of them effectively, hand to hand, before 
  they fled… 
  GHOUL haunts the Zone.  
  Some say he is looking for 
  something or someone, most 
  say he is just Psycho.  He is 
  universally avoided.  When he 
  enters a market place, all 
  eyes, and several weapons, 
  turn towards him, and even 
  after he leaves there is a 
  sense of nervousness.  He 
  wears filthy rags, but it is 
  obvious he has had extensive 
  cybernetic replacement and 
  augmentation.  He is also 
  always armed.  He speaks 
  very rarely, and when he does 
  it is in a harsh electronic 
  whisper.  He survives by 
  trading weapons, ammo, and goods for food, water, and 
  sometimes electronic parts, as if he is building or 
  repairing something.  Ghoul never stays in one place, or 
  if he does no one has been able to find his crash pad.  
  He has been spotted in every area of the Zone.  There 
  are rumors that he was a Dee-Zee who was kicked out, 
  or possibly that he was one of Maelstroms Psychos who 
  managed to escape, but the booster gang denies this.  
  He has however been seen leaving small packages of 
  food, toys, or other small items, at places where 
  children inhabit.  The Zone Rats have tried to approach 
  him, but he flees whenever he spots them, or any other 
  child. 
   
  TIP-TOE is a 
  freelance assassin 
  working in the Zone.  
  He has never failed to 
  eliminate a target.  
  Tip-Toe first showed 
  up in the zone 3 years 
  ago.  No one knows 
  where he comes from, 
  or how he got stuck in 
  the Zone, but word on 
  the street is he used 
  to be a big deal, but 
  after a corporate hit 
  went south his 
  employers turned on 
  him.  Now like so 
  many who can’t, or 
  won’t escape the Zone, he does what he has always 
  done.  He takes jobs in and out of the Zone, though no 
  one is sure how he gets in or out.   He is very 
  expensive, and has used his reputation to extort 
  protection fees from even the largest and most 
  dangerous gang leaders in the Zone, preventing them 
  from hiring him to take each other out… though he has 
  been used to take out lieutenants, family members, and 
  other high ranking members of the gangs.  He lives 
  somewhere in the Gauntlet, but no one has been able to 
  run up the actual location.  Tip Toe prefers to use a 
  wrist mounted crossbow and knives, though he is 
  apparently proficient with a wide variety of weapons. 
   
  
   
  Page 51 
   
   
   
  PROPHET is the Zone 
  equivalent of street 
  preacher and 
  philosopher.  He mostly 
  hangs out at the North 
  West end of the Zone at 
  the small half circle park 
  of off Martin Road, but 
  he has been spotted 
  proselytizing across the 
  Zone.  He has even 
  managed to acquire a 
  small cadre of followers.  
  He spouts an odd 
  mixture of Southern 
  Baptist Christianity, Zen 
  Buddhism, Shintoism 
  and some stuff that just 
  seems made up on the 
  spot.  Most of the 
  people think he is just a 
  harmless lunatic, but 
  Prophet has shown the 
  ability to defend himself 
  rather ably.  He calls 
  himself a warrior poet, a 
  Ghetto Samurai, and a Spiritual Pimp.  Oddly, he avoids 
  Bushido territory.   
   
  ROSALIE MILLER was 
  burned horrifically during 
  Carnival.  On the third day, 
  she and her family were 
  trying to reach the car to 
  escape, but gunmen who 
  were hiding inside the 
  garage, shot her and her 
  husband as the door raised, 
  apparently with thermite 
  rounds.  Her husband was 
  killed instantly, but the 
  shot hit her in the leg, 
  burning right through, and 
  igniting her clothes.  
  Somehow she survived, 
  barely.  She was found and 
  extracted to Night City 
  Generals burn ward during the recovery effort after 
  Carnival, they were able to keep her alive, and 
  successfully implant skin grafts and cyber-optics, there 
  was no funding to do much to fix the terrible scars she 
  was left with.  She was released from the hospital, and 
  with no where else to go she returned to the Zone in 
  hopes of finding her son and daughter, they were 12 
  and 8 at the time, and they were not at any of the relief 
  centers, nor were their bodies recovered.  She believes 
  them to still be alive and searches for them tirelessly.  
  Because of this, she volunteers at the Elders School, 
  escorting the children.  She also trains heavily to defend 
  herself, learning from Bushido and Shrapnel instructors 
  who teach at the school.  She always carries a shotgun 
  with her, rumored to be loaded with the same type of 
  thermite rounds that ruined her life.  She still believes 
  her children to be alive, but thinks they might have fled 
  the Zone.  She drives the streets of Night City looking 
  for them, but has been stopped by police several times 
  for loitering in front of playgrounds and schools. 
  HALF-SHELL is a 
  former nomad affiliated 
  with the Snake Nation.  
  He had few skills, 
  though he was a fair 
  hand in a fight.  
  Unfortunately he was 
  greedy, and this led to 
  his one specialty.  He 
  would sign on with 
  caravans then sell 
  them out to a group of 
  Raffen Shiv.  He would 
  arrange the ambush 
  spot, disable the radio, 
  and if he could, even 
  weaken the group by 
  slipping drugs in their 
  food or water supply.  The plan came crashing to a halt 
  however when the Raffen Shiv attacked the wrong 
  target and was decimated, several members were taken 
  prisoner.  The convoy Half-Shell was on was running 
  late, and hadn’t left the market yet, and the crew that 
  got attacked radioed back that they had captured 
  Raffen Shiv raiders, and they had revealed that there 
  was a traitor in the nomad community selling out 
  caravans.  Half-Shell overheard, and fled.  Knowing he 
  would be hunted throughout the nomad community, on 
  every road and trail, he had only one option.  He went 
  straight for the Combat Zone.  He has been hiding out 
  here ever since.  Half-Shell rents a room in the 
  Cauldron and leaves only when he has too.  However 
  his money is running low and he is getting desperate.  
  He is hunted not only by nomad bounty hunters, but 
  also by the survivors of the Raffen-Shiv group, who 
  think he betrayed them as well. 
   
  LARGE MARGE 
  is a fixer loosely 
  affiliated with the 
  Furies.  She is a 
  thoroughly 
  unpleasant and 
  unhygienic 
  woman, who 
  somehow knows 
  every move being 
  made in the Zone 
  and who is 
  making it.  She deals primarily with setting up jobs, 
  easy heists within the Zone to score the Furies supplies, 
  drugs, guns… She holds no real loyalty to the Orphans, 
  and will deal with anyone who seeks her out provided 
  she can pay her fee in cash or trade.  She has a 
  fondness for junk food, old recordings of soap operas 
  and black and white romance films.  She is also a 
  woman of mean sexual appetite, and has been known 
  to trade her information for sexual favors from 
  attractive members of the opposite sex.  In addition, 
  she also has an in with the Digital Renegade Ditto, who 
  for some reason owes her deeply.  Marge acts as a 
  middle man in setting up fake ID’s and new identities 
  for people.  Marge has 9 children, all from different 
  fathers, and 8 grandchildren, who act as her 
  bodyguards and gophers.   
   
   
  
   
  Page 52 
   
   
   
  GANGS of THE COMBAT ZONE 
   
  MAP OF GANG TERRITORIES IN THE COMBAT ZONE 
   
   
  With the exception of the small block 
  around Combat Cabb, virtually every 
  inch of the Night City Combat Zone is 
  claimed by one gang or another, though 
  some are able to enforce their 
  territories better than others.  
  Slaughterhouse and Stomp Street are 
  by far the two largest gangs, and are 
  almost continuously at war.  Other 
  gangs are avoided more out of terror 
  than by numbers, like Maelstrom or the 
  Dead-Zoners.  Some of the gangs in the 
  zone actively try to make their small 
  turf a better palce, like Bushido, the 
  Elders, and the Digital Renegades.  
  While still other gongs just want to be left alone.  In areas like the 
  Cauldron and the Gauntlet, numerous small gangs run rampant, and 
  the only real boundaries are imposed by the larger gangs 
  surrounding them.  The following is a guide to the various gangs of 
  the Night City Combat Zone and their place in the scheme of things.   
   
  
   
  Page 53 
   
   
   
  BUSHIDO 
   
   
  Claiming the 
  northwest corner of 
  the Combat Zone is 
  Bushido, a gang 
  made up of, and 
  centered on, martial 
  artists.  Bushido is 
  run by a man named 
  Shogun, a former 
  world champion 
  MMA fighter and 
  master of 
  Kyokushinkai, Judo, 
  and Tiger Claw Kung 
  Fu.  In addition to 
  the gang, Shogun 
  owns and runs a 
  dojo open to both 
  gang members and 
  civilians alike, as 
  well as a Pizza 
  parlor named Solid 
  Soul Pizzeria which 
  sits just across the 
  street. 
   
  Bushido is a true Guardian Gang, and exists solely 
  as a means of protecting the streets of their 
  corner of the Zone.  The do not engage in 
  protection scams, however most businesses in the 
  area donate fees or services to them anyway.   
   
   
   
   
  As a result of Bushido’s presence, drug use and 
  violent crime in their turf is minimal, in fact heir 
  neighborhood is safer than some of the areas of 
  Night City outside the Zone.  It is one of the few 
  areas in the Zone where outsiders can enter 
  safely, and as a result, the police guards at the 
  Bushido exits are much more lax… something 
  other gangs have taken notice of and exploit. 
   
  The first thing you will notice about the Bushido is 
  the gang members outlandish costumes, a mix of 
  traditional martial arts costumes with a heavy 
  dash of afrocentric funk added as flair.  Gang 
  members speak in 70’s slang, and the gang 
  locations have a heavy mix of 70’s and 80’s film 
  styles, particularly in their use of neon, and a mix 
  of new wave and asian décor. 
   
   
  
   
  Page 54 
   
   
   
   
   
  While they rely heavily on martial arts and melee 
  weapons, Bushido on patrol will always be 
  carrying at least a handgun.  Scattered 
  throughout Bushido territory are several weapons 
  caches of guns, in the event of trouble. 
   
  Shogun formed the gang after the walls went up 
  around the Zone.  Following the events of 
  Carnival, even as AID services poured in the 
  streets were in chaos.  New gangs were popping 
  up left and right to replace the ones that were 
  decimated during the weeklong event, and the 
  stronger gangs were cementing territories as 
  quickly as they could.  Shogun found an 
  abandoned gym, and originally set it up as an aid 
  station.  When other smaller gangs began trying 
  to push up on the gym, Shogun recruited several 
  of his friends from the martial arts world to push 
  back.   
   
   
   
  As things in the Combat Zone normalized, Shogun 
  and his friends began teaching martial arts out of 
  the Gym in effort to give focus and discipline to 
  the teens and youths in the Zone.  In order to 
  protect their new investment, Shogun and his 
  friends, along with some hand picked students, 
  began patrolling the surrounding neighborhood.  
  As their group grew, they eventually staked out 
  their own territory. 
   
  While the colorful style and manner of speaking 
  may seem slightly absurd at first, Shogun and 
  Bushido are widely respected throughout the city 
  as highly competent martial artists.  Their 
  prowess and courage have earned them the 
  respect of Maelstrom, and while claiming they 
  have an alliance would be overstating things, they 
  do have a mutual admiration for each others 
  skills, and respect each others borders.  Even 
  outside the Zone, their reputation has spread, and 
  many of the Asian gangs, particularly the Electric 
  Dragons, the Neon Samurai, the Ronin, and the 
  Snakeheads, all respect their skills.   
   
   
  
   
  Page 55 
   
   
   
  BUSHIDO TERRITORY 
   
  
   
  Page 56 
   
   
   
  BUSHIDO STRUCTURE 
   
   
   
  Bushido territory runs east from Burroughs to the 
  wall, and from the wall south to 46th Street.  They 
  are bordered by The Orphans and Stomp to the 
  West, but the territories South are in constant 
  dispute by smaller gangs. 
   
   
   
  Bushido has 2 main hangouts, the first is Bushido 
  Dojo, a reclaimed boxing gymnasium that Shogun 
  renovated.  It is a modest two story structure 
  with a kitchen, men and women’s showers, a 
  large yard out back, and apartments for Shogun, 
  Whispering Blade, Master Wong, and Marcus Fox, 
  as well as a spare room upstairs.   Shogun 
  retained his vast and growing collections of 
  martial arts films and exploitation movies, and 
  hosts a free showing every Sunday Afternoon at 
  the dojo for the community.  
   
   
   
  The second 
  Bushido hangout 
  is just across the 
  street at Shoguns 
  restaurant and 
  bar, Solid Soul 
  Pizzeria.  The 
  pizzeria boasts a 
  large arcade, and 
  has some of the 
  oddest décor you 
  will ever come 
  across.  Katanas 
  hang on the wall 
  under sombreros, 
  neon lights next 
  to Chinese and 
  Japanese wall scrolls, antique furniture around 
  glowing glass tables.  They serve Pizza, Tacos, 
  and Sushi.  The video displays and sound system 
  constantly bolt out a mismatch of Japanese 
  drums, Chinese ballads, and late 70’s and early 
  80’s funk depending on the mood of the place. 
   
  Bushido patrols its 
  borders constantly, 
  as well as roving 
  groups that keep an 
  eye on the streets 
  inside their territory.  
  They are on friendly 
  and open terms with most of the civilians and 
  businesses in the area, who will call them and 
  report if anything.  
   
  The gang itself is very loosely 
  organized, with the Masters of 
  the school acting as the leaders 
  of the gang, and Shogun at the 
  top.  Bushido accepts anyone, 
  no matter race, sex, age, or 
  creed, so long as they have an open mind, a sense 
  of honor, and are willing to abide by the tenets of 
  both the gang, and the school:  “Fight only when 
  you have to, give your opponent a sporting 
  chance, guns are always the last resort, and only 
  to be used when the enemy does so first, style is 
  everything!”     
   
  As a gang, Bushido doesn’t favor any one type of 
  vehicle.  Shogun drives a customized 72 Caddy, 
  while Marcus fox drives a Porsche.  The gang does 
  have 2 large vans and a panel truck. 
   
   
  
   
  Page 57 
   
   
   
  TYPICAL BUSHIDO 
   
   
   
  Most men and women of Bushido are legal citizens 
  and can come and go from the combat zone as 
  they please, though some are wanted for assault 
  charges.  This has made them valuable contacts 
  for many inside the Zone who rely on Bushido for 
  supplies and medicine they cannot leave the Zone 
  to get themselves. 
   
  Most Bushido members 
  are proficient with at 
  least one type of melee 
  weapon, and prefer to 
  rely on them when armed 
  combat is required, but 
  members on patrol are 
  almost always armed 
  with at least a handgun, 
  and have quick access to 
  a variety of heavier 
  armaments. 
   
  Every member of Bushido 
  is expected to create 
  their own costume, and 
  wear it whenever on 
  patrol or otherwise 
  representing the gang.  
  The costumes make them a highly visible 
  presence in the their territory which both deters 
  crime, and makes it easier for citizens in the area 
  to reach out to them if they are in need of help. 
  Many Bushido members 
  venture outside the Zone 
  to take part in both 
  professional tournaments 
  as well as underground 
  fighting circuits, 
  particularly those put on 
  by the Voodoo Boyz. 
   
  To be a member of Bushido a person must be 16 
  years or older, and must be proficient in a martial 
  art.  Students at the school need not be members, 
  even have any desire to become members.  In fact 
  Bushido has been known, on rare occasions, to 
  teach members of other gangs.  Bushido has 
  about 30 active members, and 50+ students. 
   
   
   
  
   
  Page 58 
   
   
   
  NOTABLE BUSHIDO MEMBERS 
   
  TYRONE “SHOGUN” WALLACE 
   
  Shogun was born in Harlem during the late 70’s 
  and grew up taking martial arts classes at a friend 
  of the families dojo.  His father was a DJ for a 
  local radio station, but died when he was young.  
  Shogun had hours of his fathers radio show 
  recorded, and listened to them often.  His father 
  was very into the Jive and funk cultures of the 
  late 70’s, and the films, music, and way of 
  speaking imprinted themselves heavily on 
  Shogun.   
   
  As he grew up, so to did his skill in the martial 
  arts grow.  By 16 he was winning state 
  championships, by 20 he was competing 
  nationally, and by 25 he was competing 
  internationally.  Originally a practitioner of 
  Karate, he soon expanded his repertoire into judo 
  and kung fu, and entering the fledging MMA 
  tournaments, as well as underground 
  tournaments held in Asia.   
   
  He was undefeated 
  in his professional 
  career, and 
  decided to end it 
  on a high note.  He 
  retired to 
  California, hoping 
  to use his martial 
  arts prowess to 
  break into 
  Hollywood.  It was looking like that would 
  happen, until he got into an altercation with his 
  producer over changes to the script, and when the 
  producer threw a punch, Shogun returned it… and 
  that was the end of his Hollywood career. 
  Shogun retired to Night City and opened up his 
  own small arthouse theater, where he would play 
  old martial arts movies and exploitation films.  He 
  remained active in the community, putting on 
  charity events and organizing outreach programs. 
   
  When Carnival was 
  going on, he 
  watched wide eyed 
  in helpless rage as 
  people too weak to 
  fight for 
  themselves were 
  caught in the 
  crossfire of Civic 
  Centers misguided 
  attempt to bring 
  law from chaos.  
  When it was over 
  Shogun 
  immediately went 
  into action, setting up shop in a run down 
  abandoned gymnasium, and bringing in food, 
  water, and clothing to aid with the relief efforts.  
  His efforts did not go unnoticed, and several times 
  gangs and looters tried to take the facility and the 
  goods for themselves.  Shogun fought them off, 
  but knowing it would just get worse, he reached 
  out to his friends in the local martial arts 
  community, enlisting their help in defending the 
  gym.   
   
  As relative order was 
  restored, the groups efforts 
  to keep the gym safe had 
  expanded to the 
  neighboring streets.  So to 
  did his group of followers 
  expand.  Now 4 years later, 
  Shoguns gang, Bushido, is 
  the largest and most 
  successful guardian gang in 
  the Combat Zone. 
   
  Shogun is easy going but 
  projects a very hard 
  exterior, and the 70’s Jive 
  slang he uses and his wild costumes form the 
  basis for the gangs personality.  A tall and 
  imposing figure of incredible skill and prowess, he 
  promotes fair play, discipline, and taking no shit.  
  Over the years Shogun has received several 
  cybernetic implants and augmentations, including 
  Enhanced Strength, Reflexes, and Skinweave. 
   
   
  
   
  Page 59 
   
   
   
  MARCUS FOX 
   
  Marcus Fox is Shoguns oldest friend.  The two 
  grew up together although Marcus opted for 
  Chinese rather than Japanese focused martial 
  arts.  He was the first person Shogun called when 
  Starting Bushido, and he serves as second in 
  command of the gang, running most of the day to 
  day operations while Shogun focuses on the 
  school. 
   
  Marcus is very charismatic and soft spoken.  He 
  often serves as an emissary when dealing with 
  local businesses and gangs, as Shogun can be just 
  a bit too intimidating.  He is also more business 
  savvy than his friend, and while Shoguns ventures 
  are successful, a lot of the success can be 
  attributed to Fox’s accounting skills. 
   
  Make no mistake, while Fox is skilled in many 
  areas, he is first and foremost a martial artist of 
  dazzling skill.   
   
  Fox is usually the most conservatively dressed 
  member of Bushido, but he is heart and soul 
  Bushido.   
   
  Lately he has found himself 
  suppressing feelings for 
  Caramel, his best friends 
  woman, and as such he often 
  avoids her, not wishing to 
  create static for his friend.  
  He would never act on these 
  feelings, but they are enough 
  to make him uncomfortable 
  around them.  To compensate 
  he tends to be something of a 
  ladies man, engaging 
  numerous women in 
  meaningless affairs. 
   
  Fox spends more time outside the Zone than 
  most, and while he has an apartment at the dojo, 
  he spends most of his evenings in an upscale 
  apartment in the corporate zone. 
  WHISPERING BLADE 
   
  Another long time friend of Shoguns, Blade is a 
  master of the sword arts.  He was in fact a sensei 
  at a Japanese Dojo when he was called by 
  Shogun.   
   
  While blade teaches at the Dojo, and is an original 
  member of Bushido, he spends much of his time 
  travelling back and forth from Japan where he 
  continues his own training with masters there.  
  He has devoted himself to the ways of the sword. 
   
  When in Night City, Blade usually resides in the 
  spare bedroom at the Dojo, out of convenience, 
  but prefers Spartan accommodations,  A tatami 
  mat, and a place to bathe are really all he requires 
  or wants.  Blade is fluent in Japanese. 
   
  While his time is divided between the gang and 
  personal pursuits, he will usually drop everything 
  for the gang out of a sense of obligation.  Rumor 
  has it Shogun saved his life, and Blade feels 
  indebted to him, but the truth is they are fast 
  friends, nothing more. 
   
  Blade moves slowly and quietly until it is time to 
  strike, then moves with terrifying speed and 
  accuracy, he tries to extend this to every aspect of 
  his life.  He is a very deliberate individual, soft 
  spoken, and powerful. 
   
  It was Blade who introduced Shogun to Caramel, 
  one of his students from the Night City School he 
  taught at before joining Bushido.  She often seeks 
  out his wisdom for advice. 
  
   
  Page 60 
   
   
   
  SAMANTHA “CARAMEL” DIXON 
   
  29 year old Caramel has been 
  trained in the sword for 8 years 
  by Blade, and her skill in 
  martial arts is equal to anyone 
  else in Bushido.  She fell in love 
  with Bushidos sense of style 
  and identity before she fell in 
  love with Shogun himself.   
   
  She is friendly and outgoing, 
  and enjoys working with the 
  public to garner support, as 
  well as working with some of 
  the younger 
  students.  
   
  She admires the 
  gang for their 
  community 
  service, and though she chides 
  them on their retro affectations, 
  she embraces them fully and 
  revels in the act.   
   
  Caramel has very few cybernetics, 
  a neural processor and light 
  skinweave.  A former model, she 
  has stated that when her looks 
  start to fade or if she gets heavily 
  scarred in her fights, that she will 
  opt for cosmetic surgery to keep 
  her young and beautiful. 
   
  TAKI “SHINOBI” SHAW 
   
  Blade met Shinobi during one of his many training 
  excursions to Japan.  As the two were talking 
  Blade described Bushido and what they were 
  about.  When Blade came back to Night City, 
  Shinobi was with him.   
   
  Shinobi was a half African-American, half 
  Japanese kid growing up in Japan.  He was an 
  otaku from an early age, and his father raised him 
  on American comic books and movies.  None of 
  these things made him very popular at the 
  Japanese schools, and he was a frequent target 
  for bullies, so he began taking martial arts and 
  found he had a talent for it.  He dedicated himself 
  to learning as much as he could, travelling the 
  country to seek out lessons from any master who 
  would teach him.  But he never forgot the tales of 
  heroics and the wild costumes of American comic 
  books.  When he heard about Bushido, he figured 
  it would as close as he could get to being a real 
  live super hero. 
   
  Shinobi claims to be a true Ninja, whether that’s 
  true or not, Blade will not say, but Shinobi does 
  possess a wide range of skill in Japanese martial 
  arts, much more so than his attitude and hobbies 
  would suggest. 
   
  Shinobi speaks somewhat broken English, and has 
  purchased a cheap “Jive Speak” skillchip, which 
  makes his English comical at best.   
  
   
  Page 61 
   
   
   
  BEAST 
   
  Beast was a typical kid growing up in the combat 
  zone, little to look forward to in life, no prospects 
  for a better future, and constantly scrounging just 
  for his next meal.  His mother had been killed by 
  street gangs early on, and his father was a heroin 
  junkie who had little time or inclination to care for 
  the boy.   
   
  Carnival hit and Beasts father was killed by the 
  blast from a stray grenade.  Beast wandered the 
  back alleys until he was finally found by Shogun.  
  Beast was one of Shoguns first students at the 
  school and took to Judo and Karate well.  Now 4 
  years later, Beast is 19 years old. 
   
  Beast is still full of rage, and his fighting style is 
  highly indicative of that.  He shows little measure 
  of self preservation when fighting, and instead 
  seems to be pure rage and the desire to 
  overpower his enemy.  This worries Shogun and 
  the other masters of the school, who have tried to 
  provide the boy with focus and discipline in effort 
  to calm him. 
   
  When not fighting Beast is quiet and reserved, shy 
  even.  Except with the children that come to the 
  school, with them he is very protective and 
  nurturing, hoping for a better life and future for 
  them then the one he was left with. 
   
  Beast is also extremely protective of Bushido and 
  Shogun, and known to explode into action at any 
  threat to them.  Unfortunately, while he is a 
  skilled somewhat skilled fighter, his lack of 
  discipline is easily taken advantage of, even by 
  fighters with less training. 
   
   
   
   
   
   
   
   
  DAYVON CRANSTON 
   
  A former carpenter and student of Blade, Dayvon 
  joined Bushido after Carnival, impressed with 
  what they were doing for the community.   
   
  Dayvon is the oldest active member of Bushido at 
  51 and is still somewhat of a novice martial artist, 
  but he is tough and resourceful, and years of 
  swinging a hammer have served him well.  In 
  addition to the civic aspect, he also gets a kick out 
  of the costumes and style. 
   
  SUSAN “NINJA-BITCH” O’CONNOR 
   
  No one is quite sure where Susan comes from, 
  and many think she may be part Arabic or Isreali.  
  She talks very rarely, and never reveals anything 
  about her past, but her skill is uncanny.  She 
  joined 2 years ago and has since become a trusted 
  member of the group.   
   
  On Sundays, She teaches Kaliope to a small group 
  of students, all women, and often volunteers for 
  extra patrol shifts. 
   
  Recently she has become quiet apprehensive, 
  since The Egyptian showed up in Night City, 
  perhaps there is some connection there to her 
  past. 
  
   
  Page 62 
   
   
   
  WILL “DISCO” CARSON 
   
  Disco can be described as a man with more 
  bravado than brains.  He is very skilled with the 
  Bo-staff, and a long time practitioner of Karate 
  who grew up in the suburbs south of Night City.  
  He sought Bushido out once he heard that there 
  was a martial arts based gang open to all comers.  
  The style of Bushido was just an added bonus for 
  him, though he seems to have little interest in the 
  civic programs of the gang.   
   
  ISAIAH “STICKS” JACKSON 
   
  Sticks is of American and Filipino descent, and 
  joined Bushido last year.  The lifestyle appealed to 
  him, as did the chance to escape what he 
  considered the bullshit of competition, without 
  losing his edge in his martial arts training.  Sticks 
  is a master of Escrima, and teaches it on Tuesdays 
  at the Dojo.  He enjoys patrol duties, and relishes 
  any chance he gets to put his skills to the test in 
  actual combat. 
  ALAN “NORTHSTAR” LEUNG 
   
  Northstar is a practitioner of Jeet Kun Do and 
  teaches classes at the dojo on Thursday evenings.  
  He joined Bushido 3 years ago after getting in a 
  dispute in Chinatown with the Electric Dragons. 
   
  Northstar is a highly skilled martial artist and is 
  partial to nunchaku.  He often speaks in cryptic 
  messages, as if he were creating his own 
  proverbs.  Sometimes the things he says are wise 
  and make sense, other times they sound like 
  complete gibberish… and he is chided by the rest 
  of the gang over this.  Regardless he is well 
  respected and liked in Bushido. 
   
  JAMAHL “SHADY” MESSNER 
   
  Shady is a streetfighter who joined the dojo just 
  so he could study under Shogun and Fox.  At first 
  he cared little for the community activism, or the 
  gang itself, and just wanted to increase his skill.  
  But when he saw the desperate situation of the 
  people in the Combat Zone, the gangs running 
  rampant an unchecked, he came to realize 
  Bushido was making a difference, that they were 
  more than just skilled fighters.   
   
  He realized if he wasn’t part of the solution he 
  was part of the problem, and Joined Bushido the 
  next day.  In addition to being a highly skilled 
  fighter, Shady is also an avid motorcycle 
  enthusiast, and tears up the road on his custom 
  Kundalini Rochin.    
  
   
  Page 63 
   
   
   
  JAMES “WHITESNAKE” and DEBORAH “DALLAS” 
  WHITNEY 
   
  Whitesnake and Dallas are twins who have 
  studied Pao Pat Mei and Wai Wing Chun their 
  whole lives.  They were promising young stars in 
  the martial arts world whom many said were 
  destined for the Olympics, when their parents 
  were killed in a car jacking on the way to pick 
  them up from practice.  The killers were never 
  found, but they did learn that the entire scene 
  was watched, and at least one witness used his 
  phone to video the incident.  In the video it 
  became clear that no one helped, and everyone 
  was too afraid to do anything. 
   
  That was 6 months ago, since then the Whitney 
  twins have dropped out of their former lives and 
  joined Bushido, dedicating themselves to helping 
  out those in trouble and fighting against the 
  street gangs who have overrun the combat zone. 
   
  ANDREW “PANDA MAN” BARNES 
   
  Panda Man is a Kendo and Aikido expert who 
  teaches classes at the Dojo on Monday and 
  Wednesday evenings.  He originally came to 
  Bushido just looking for a job, but has joined the 
  gangs activities because, according to him, he has 
  nothing better to do. 
   
  Panda Man is loud, boisterous, and will offer any 
  excuse as a cause for drinking and celebration.  
  As a teacher he is patient but very motivational, 
  and as a fighter he is strong and intimidating. 
  DOCTOR BOOGIE 
   
  No one knows what Doctor Boogies real name is 
  or where he comes from, but he is the only Full 
  Conversion Cyborg currently a member of 
  Bushido.  He arrived at the Dojo 6moths ago, put 
  on a goofy display of awkward martial arts, and 
  asked to join.  Despite his skill, Shogun agreed 
  and Doctor Boogie has been a member ever since. 
   
  Doctor Boogie has a custom body of indeterminate 
  model, and speaks with a synthesized robotic 
  voice.  He also appears to be independently 
  wealthy, or at least has access to wealth, as he 
  has personally paid for upgrades to the Dojo and 
  equipment for Bushido.  He is friendly and loud, 
  and he and Panda are fast friends.   
   
  MASTER WONG 
   
  Master Wong has been with Bushido from the 
  beginning.  He simply appeared one day when 
  Shogun was first using the gym as a relief center, 
  stowed his belongings in a room upstairs, and 
  began cooking to feed the needy. 
   
  He is not an active member of the gang, instead 
  he teaches Tai Chi, and Chinese herbalism, and he 
  cooks for the Dojo.  Occasionally, if a student 
  shows heart but has problems with discipline, he 
  takes them under his wing and teaches them 
  Pakua.  He is romantically involved with Bertha 
  Jackson, en elderly woman who runs an 
  apartment building close by.  He also seems to 
  have some type of rivalry with Old Man Po, a 
  noodle merchant from Yellow Moon. 
  
   
  Page 64 
   
   
   
  DEAD ZONERS 
   
   
  The Dead Zoners are the 
  wildest, and possibly the 
  most dangerous gang in 
  the Combat Zone.  They 
  don’t directly control 
  much territory, but even 
  gangs like Stomp, 
  Slaughterhouse and 
  Maelstrom are wary of 
  them and avoid their 
  territories.  The Dead 
  Zoners are the monsters 
  that roam the zone, they 
  are the evil that hides under your bed and in your 
  closet… they are what you fear when the sun goes 
  down. 
   
  The Dead Zoners are made up people who were 
  kicked out of other gangs, to crazy and 
  unpredictable to 
  ever join them in 
  first place, or 
  anyone who simply 
  has no respect for 
  anything or anyone 
  save themselves.  
  If they could 
  muster up any level 
  of real organization 
  they would be a 
  serious threat, but 
  as it is most of 
  them are too smashed on 
  drugs or just plain crazy to 
  care.  Oddly enough, 
  despite being utterly 
  reviled and feared by 
  nearly everyone in the 
  Zone, their numbers are 
  growing.  There are some 
  who say they torture their 
  captives past the brink of 
  insanity and that’s one of 
  the ways they boost their 
  numbers… some say they 
  even kidnap children for 
  these purposes.  It is also 
  rumored they may be 
  cannibals. 
   
  What is known is 
  that every last 
  man, woman, 
  and child in the 
  Dead Zoners is a 
  threat.  They 
  almost never 
  attack unless 
  they outnumber 
  their target at 
  least 2 to one, 
  and they strike 
  from the shadows and disappear just as quickly 
  back into them.  The Marsten area has been home 
  
   
  Page 65 
   
   
   
  to some form 
  of gang 
  almost since 
  just was built, 
  and as the city 
  grew, the area 
  just became 
  the center of 
  the violence.   
  The several 
  things 
  happened in a 
  short amount of time.  First, all the worst gangs in 
  the city were pushed into a relatively small area.  
  Then the walls went up, locking them all inside.  
  As the new gangs battled for dominance with the 
  gangs that were already there, City Hall 
  unleashed Carnival, and everything inside the 
  walls went straight to hell. 
   
  In that short span, 
  people lost their 
  homes, families 
  with no where else 
  to go were gunned 
  down in the street.  
  Entire gangs were 
  slaughtered, and 
  other gangs rose 
  and fell like the 
  tides. By the time 
  it was all over and 
  the rebuilding 
  began, the gangs 
  that survived and 
  their territories 
  were pretty much 
  set.  The minor 
  gangs either 
  scrambled to the 
  outlying like the 
  Cauldron and East 
  Hell where they 
  still fight for turf 
  like dogs on a 
  piece of bone, or 
  they were 
  subsumed into 
  larger gangs.  The only exceptions were the gangs 
  and individuals no one else wanted anything to do 
  with… they became the Dead Zoners, also known 
  as the Dee-Zees, or just simply the Disease… 
   
  Perhaps the most 
  frightening thing 
  about the Dee-Zees is 
  that unlike most 
  gangs, they regularly 
  move through other 
  gang territories at 
  night, respecting no 
  boundaries.  2-3 Set 
  and Slaughterhouse 
  share their 
  boundaries, and even 
  there no civilian 
  leaves their home at 
  night.  Even gang members on the fringe have 
  been attacked if found alone.  Dead Zoners have 
  struck as far as Bushido Territory, though such 
  things are rare.  Regardless of their incursions 
  into other gang territories, NO ONE goes into 
  Dead Zoner territory at night.  There are even 
  rumors that they share the sewers and storm 
  drains with the Zone Rats… and that’s how they 
  move undetected through other gang territories… 
   
   
   
  The Dee-Zees leader is a man named Mongrel.  
  Rumors abound that he used to be a mental 
  patient, or even a prison psychiatrist.  Others 
  claim he was a teacher, or a cop.  No one is quite 
  sure.  What they are sure is that he is utterly 
  insane, and has somehow 
  managed to gather a veritable 
  army of bloodthirsty whack 
  jobs around him.  Every punk 
  rocker who ever screamed 
  anarchy, every hippy who ever 
  said that society would be 
  better off without rules… well 
  this is what you get when all 
  pretense of discipline and 
  order is stripped away… this is 
  what you get from people who 
  respect nothing, not even life, 
  not even their own. 
   
   
  
   
  Page 66 
   
   
   
  DEAD ZONER TERRITORY 
   
   
   
   
   
   
  
   
  Page 67 
   
   
   
  DEAD ZONER STRUCTURE 
   
   
  The Dead Zoner 
  territory lies 
  directly below and 
  on the edge of 
  Slaughterhouse 
  turf.  The 
  elementary school 
  that lies between 61st and 62nd is the center of 
  their territory, which extends East of Ferris 
  Avenue to West of Carmen Square.  They have 
  also taken over the old middle school that sits just 
  above the elementary on the NE Corner of 61st 
  and Ferris.  Travel through this territory is 
  avoided if possible, and even in a vehicle most 
  people avoid those streets completely after dark.  
   
  Other than their 
  supposed leader, 
  Mongrel, there really 
  is no structure to the 
  Dee-Zees.  If 
  anything, the stronger 
  members dominate 
  the weak, but 
  apparently that can 
  change from day to 
  day.  Their behavior 
  seems more akin to a 
  pack of rabid animals 
  than anything resembling a social 
  unit, and it is not uncommon to see 
  Dead Zoners fighting or even killing 
  each other. 
   
  Not much 
  is known 
  about 
  daily life 
  for the 
  typical 
  Dee-Zee.  
  Their 
  numbers 
  seem to be made up of 
  homeless people, 
  people who have been kicked out of other gangs, 
  people with severe mental problems or handicaps, 
  and anyone who just really 
  gets off on being a sadist.  
  They are also fond of 
  grabbing unattended 
  children, or women, who 
  are subjected to god only 
  knows what.    
  Drug use, particularly 
  hallucinogens and 
  amphetamines, is universal 
  among the Dead Zoners, 
  and they are at their most 
  dangerous when their 
  supplies start running low.  
  Slaughterhouse has 
  actually started leaving 
  offerings of drugs for the 
  Dead Zoners, which has 
  slowed, but not halted their 
  attacks into the Marsten 
  Complex grounds.  To the 
  East of their territory lies 
  Carmen Court, the home of Combat Cab.  Combat 
  Cab leaves their own offerings of food and other 
  supplies, to ensure that not only do the Dee-Zees 
  stay out of Carmen Square, but that their cabs 
  remain unmolested when traveling down their 
  streets.  Combat Cab seems to be the only ones 
  that have this free pass, and only so long as they 
  do not stop in Dee-Zee territory.  
   
  There is no rhyme or reason to Dee-Zee 
  membership, though oddly enough they are 
  predominantly white.  Children as young as 10 
  have been witnessed taking active parts in Dee-
  Zee raids, as have elderly men and women.  In 
  fact, the women and children in the area are 
  particularly dangerous, and common advice in the 
  area is no matter what, never approach anyone, 
  especially women and children, that you do not 
  personally know in any area near Dead Zoner turf.  
  One of the Dee-Zee’s favorite tricks is to use 
  children, or young women acting injured, to lure 
  the unwary into a trap. 
  
   
  Page 68 
   
   
   
   
  The Dee-Zees also like to harass individual 
  targets.  If for some reason they choose to “like” 
  someone, they will follow them from the shadows, 
  at first they will act as a minor nuisance, yelling 
  and making strange noises.  Stalking their prey 
  from the shadows.  Then they escalate into more 
  dangerous aggression, throwing bricks from 
  rooftops, vandalizing 
  the targets home… 
  until eventually they 
  find the target alone 
  and undefended, 
  when they attack.  If 
  you have been 
  targeted, often the 
  only way to escape is 
  to leave the Combat 
  Zone completely. 
   
  The Dead Zoners have no specific tags, 
  they leave totems, usually made up of 
  blood stained clothes or small dead 
  animals (usually someone’s pet they 
  have taken).  However the citizens of 
  the Zone have put up warning signs at 
  the outskirts of Dead Zoner territory 
  giving ample warning. 
   
  There is no way to estimate 
  the Dee-Zee numbers, they 
  have been seen in groups of 
  up to 50 estimated, but it is 
  believed that there are many 
  more.  Their weapons are 
  mostly hand made or 
  scavenged from their 
  victims, the Dead Zoners 
  have a LOT of weapons.  In 
  addition their turf is littered 
  throughout with booby 
  traps, and they are fond of leaving more traps 
  when they make incursions into other territories. 
   
   
   
   
   
   
   
  
   
  Page 69 
   
   
   
  NOTABLE DEAD ZONERS 
   
  DOC MONGREL 
  Doc Mongrel doesn’t so 
  much lead the Dead 
  Zoners as much as he 
  points them in a 
  direction he wants 
  them to run.  Many 
  rumors abound about 
  Mongrel, the truth is 
  that he was a 
  behavioral therapist at 
  a Night City Psychiatric 
  facility specializing in a 
  revolutionary new drug 
  therapy.  When a riot 
  broke out, he was 
  trapped inside the 
  facility for 3 days, with the patients forcing him to 
  take his own drugs as well as all committing all 
  manner of horror to and around him.  When he 
  was finally freed he was taken to a hospital for 
  medical care, but disappeared soon after. 
   
  He fled to the Zone, and set up a pharmaceutical 
  lab in a room in the basement of the elementary 
  school, where he churns out powerful 
  psychoactive drugs.  The drugs are highly 
  addictive and bring on hallucinations, inhibit 
  impulse control, 
  quicken the heart rate, 
  and create a 
  heightened sense of 
  aggression.  He uses 
  these drugs and his 
  skill at manipulation 
  and persuasion to keep 
  the Dead Zoners in line. 
   
  GENERAL JUICE 
  General Juice is 
  one of two men 
  who might be 
  called a field 
  leader in the 
  Dee-Zees.  Since 
  Mongrel almost 
  never leaves his 
  lab (likely 
  because at this 
  point its entirely 
  possible the Dee-
  Zees would kill 
  him just to get at 
  his latest batch of drugs) he must rely on the 
  Dead Zoners to bring him food and anything else 
  he needs.  Juice has taken on something of a 
  leadership role, and is Mongrels favored Dee-
  Zee… the closest thing he can get to a trusted 
  right hand.   
   
  General Juice leads many of the raids personally.  
  He used to be a soldier in another lifetime, but 
  now he is utterly savage as they come. 
   
   
  WEEZIL 
  If General Juice is 
  Mongrels trusted right 
  hand, Weezil is his 
  insane left hand, 
  psychotic even by Dee-
  Zee standards.  Weezil 
  was a nomad, a 
  Raffen-Shiv, who 
  betrayed his own pack.  
  He fled to Night City and ended up in the Zone.  
  He is extremely addicted to Mongrels drug, but 
  always has a large stash with him, stealing it from 
  lesser members… often offering it up to other 
  gang members in return for support and loyalty. 
  Weezil is utterly ruthless and extremely 
  manipulative and violent.  He fits in very well 
  among the Dee-Zees, though he has no room for 
  long term planning.  As long as he is kept sated 
  with women, booze, and opportunities for 
  violence, he is satisfied.  He has a tendency to 
  torment even members 
  of his own gang, 
  occasionally killing them.  
  He and Juice get along 
  only so long as there is 
  enough to go around. 
   
  RECYCLER 
  Juice and Weezil are 
  feared, but Recycler is 
  truly terrifying.  He is 
  avoided even by the most 
  depraved of the Dee-
  Zee’s.  No one is quite 
  sure of where he comes 
  from or how he devolved 
  into such a state, and he is too far gone over the 
  edge to provide any answers himself, but what is 
  known, the reason he is avoided, is that he is in 
  the habit of removing limbs and organs from any 
  body he comes across.  He sometimes trades 
  these parts to a ripperdoc in the Zone in exchange 
  for money and drugs, and 
  sometimes he eats them.  His 
  only companion is a dog he has 
  trained to sniff out the dead 
  and dying.  The animal is as 
  addicted to drugs as its master. 
   
  GOOLY 
  Years of drug abuse have reverted 
  Gooly to barely a shadow of a 
  man.  He is little more than 
  animal cunning and ferocity.  He 
  speaks in single words sentences, 
  and even then only rarely.  He 
  avoids light, and tries to avoid 
  any target he does not feel 
  capable of defeating easily.  He is 
  dangerous in any situation, but if 
  this nearly feral man is cornered he will lash out 
  in a savage rage in order to escape.  He will do 
  literally anything to acquire drugs.
  
   
  Page 70 
   
   
   
  DIGITAL RENEGADES 
   
   
   The Digital 
  Renegades are a 
  loosely knit 
  conglomeration of 
  netrunners, 
  programmers, data 
  analysts, and other 
  information 
  specialists in Night 
  City with ties to larger 
  hacker groups around 
  the world.  The Digital 
  Renegades 
  themselves keep an 
  air of neutrality when 
  it comes to the other 
  gangs, especially in the Combat Zone, and many 
  members of the Renegades are also members of 
  other gangs. 
   
   
   
   All the basic utilities, gas, water, electricity, that 
  run into the Zone, do so because of the Digital 
  Renegades.  City Hall has tried several times to 
  completely shut down city utilities to the area, but 
  each time the services have been 
  restored almost immediately.  Once 
  they even physically cut the power 
  lines leading into the city, that one 
  managed to last 3 days before 
  everything was restored, and in 
  retaliation the Renegades hacked  
  into the personal computers of 
  every senior member of city hall, 
  posting their private records to  
  several internet 
  forums, as well as 
  displaying some of 
  the more juicy bits 
  live on video 
  billboards in the 
  Corporate Center.  
  After that the city 
  gave up trying to 
  stop power and 
  water from flowing 
  into the Zone.  
  Rumor has it, the 
  Mayors office even 
  set up a contract with the Digital Renegades, but 
  no one knows what the terms are supposed to be, 
  at least no one who is talking. 
   
   
   
  The Digital renegades offer their services to 
  anyone, for a price, and their reach seems infinite.  
  Many hackers who were hiding in the Zone were 
  given 5 –star bounty ratings during Carnival, and 
  continue to be among Night Cities Most Wanted, 
  on local and federal levels.  Because of this they 
  exchange utility services and information with the 
  rest of the gangs in the Combat Zone for 
  protection.   
  
   
  Page 71 
   
   
   
    
   
  They have rigged up their own network of 
  surveillance across the Zone, above ground and 
  below, and know at all times what is happening.  
  Most of the time this information is kept to 
  themselves and ignored, but in some 
  circumstances, such as earlier this year when a 
  terrorist cell was hiding in the zone, making 
  explosives with plans to detonate them at a 
  school, the Digital Renegades will have them  
  removed, by local gangs, or by the police if 
  necessary.  In addition to the static surveillance 
  cameras and microphones, 
  the Renegades have an 
  extensive assortment of 
  remote controlled drones at 
  their disposal for surveillance, 
  defense, and offense.  They 
  have hacked several of the 
  Police automated defense 
  systems around the borders of 
  the Zone to allow them to turn 
  the systems on or off, or even 
  take direct control over them if need be. 
   
  Of course information comes at a price, and while 
  they will provide information on one gang to 
  another for a much higher fee than normal, and 
  any attempts to cross the Digital Renegades often 
  end in disaster.  Even among the gangs who pay 
  the price, information is distributed at the 
  Renegades discretion, and past activity in the 
  zone is always considered.  For 
  this Reason the gang no longer 
  deals in information with 
  Stomp or Slaughterhouse.  It 
  continues to provide them with 
  electricity, but only for 
  monetary fees, as they have 
  proven themselves 
  untrustworthy with 
  information and unwilling to 
  seek out a peaceful solution to 
  their problems. 
   
   
  In addition to their other activities, the Digital 
  Renegades also broadcast a pirate radio signal 
  throughout the zone as well as online at 91.1fm 
  The Signal.  Most of the time the station plays 
  whatever music whoever is manning it fells like 
  playing, and it has numerous DJ’s, but it is also 
  used to relay information across the zone, 
  including constantly broadcasting the 
  whereabouts of direct threats to the inhabitants 
  of the Zone, or to update people on the 
  movements of police or corporate squadrons on 
  the rare occasions they Venture into the area. 
   
  There is one gang with whom the Digital 
  Renegades have a strong alliance with, The Zone 
  Rats, a techie based gang, who operate out of the 
  apartment complex in the Cauldron immediately 
  North of Digital Renegades building in the Zone.  
  The Rats handle much of the hands on work for 
  the Renegades, especially in the sewers and 
  storm drains below the Zone.   
   
   
   
   The tag for the Digital 
  Renegades is the 
  universal Power Button 
  symbol found on every 
  computer, it is usually 
  painted in UV reactive 
  paints, and the tag is also 
  used on buttons, stickers, 
  and tattoos among the 
  gang.
  
   
  Page 72 
   
   
   
  DIGITAL RENEGADES TERRITORY 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 73 
   
   
   
  DIGITAL RENEGADES STRUCTURE 
   
   
   
   
  Physically, the only 
  territory publicly claimed 
  by the Digital Renegades 
  in the Combat Zone is the 
  odd apartment building 
  facing Moreno Street at 
  the Southeast corner of 
  The Cauldron right next 
  to the southern wall of 
  the Zone.  But the 
  Renegades do not 
  measure turf by physical barriers.  They are a  
  gang of netrunners, masters of the digital realm, 
  and their territory is infinite.  Still the location 
  helps, it allows people to physically make contact, 
  and gives them a place to store their equipment, 
  house some of their people, and broadcast their 
  pirate radio station.  It is 
  headquarters and 
  hangout in the very 
  loosest definition of the 
  term, since many 
  members of the Digital 
  Renegades have never 
  been within a mile of the 
  location.  But by locating 
  it there, it makes it 
  relatively safe from 
  government intervention, 
  and adds to their 
  notoriety by being 
  classified as a Combat Zone gang. 
   
   
   
   There is no real hierarchy 
  in the Renegades, skill and 
  reputation will of course 
  make some members more 
  respected and recognized 
  than others within the 
  gang, but in most 
  situations, the initiator of 
  a project will retain 
  command of the project, 
  and either recruit others 
  to their aid, or pass it off 
  to more capable and 
  willing hands if they are 
  not up to the task. 
  
   
  Page 74 
   
   
   
   
   
  At any given moment there are between 20 and 
  30 members of the Renegades living in the 
  building, with the rest of the apartments sitting 
  empty or being taken up by civilians.  Most of the 
  Renegades who do live on site are younger 
  beginner level Netrunners, and the operators of  
  the radio station.  These people all have minimal 
  Police records and are usually simply too poor to 
  leave the zone or lacking legal registration.  While 
  there are many Renegades 
  wanted by police who flee to the 
  Zone, no one who is actively 
  wanted by the Police is allowed 
  to set foot in the building, they 
  are required to find their own 
  lodging elsewhere in the zone.  
   
  There are estimated to only be 
  about 20-30 members of the 
  Digital Renegades living in the 
  Combat zone with around 
  another 100-150 living in Night 
  City proper, and at least 20 
  members outside the city, 
  perhaps scattered across the 
  country or the world.  However they have lots of 
  friends, and the amount of support they can 
  receive from each of the various individuals 
  contacts is nigh endless.   
   
   
   
  There are no set weapon or vehicle types, nor any 
  remotely uniform set of dress codes.  The same 
  can be said for cybernetics, though by necessity 
  virtually all members are possessed of at least a 
  Neural Processor and Interface jacks.  Offline a 
  Digital Renegade is virtually faceless and 
  impossible to spot, unless they choose to display 
  their tag, usually as a pin somewhere easily 
  concealable on their clothes. 
   
   
   
   
   
  
   
  Page 75 
   
   
   
  TYPICAL DIGITAL RENEGADES 
   
   
  There really is no such thing 
  as a typical Renegade.  They 
  come from all walks of life, 
  from across the spectrum of 
  humanity present in the 
  city.  The only unifying 
  factor is that they are all 
  skilled Netrunners, 
  computer techs, and digital 
  information specialists, and 
  that they all have a deep 
  distrust of the system. 
   
  Members come from every social caste, from the 
  wealthy to the homeless, from criminals and 
  activists, even a couple of police officers. 
   
  To become a member of the 
  Digital Renegades a netrunner 
  first must be able to 
  demonstrate their prowess, 
  hacking video game servers 
  or playing elaborate but 
  harmless pranks via digital 
  means is a sure fire way to 
  get noticed.  The netrunner must also be able to 
  prove they can cover their own tracks, the less 
  the other netrunners are able to discover about 
  you, the more you will impress them.  Be careful 
  though, they can spot the tell tale deadends of a 
  forged identity fairly easily.  It 
  is rumored there are even NET-
  SEC operators on board with 
  the Renegades.  Finally, you 
  have to be willing to be on call 
  24 hours a day, at least for 
  newer members who have yet 
  to prove themselves in the 
  field.  It helps to have 
  connections with sympathetic 
  ears in high places, but it’s not 
  necessary.  There is no age 
  limit, and rumors circulate of 
  members as young as 10 and 
  as old as 90.   
   
  The Renegades 
  are a paranoid 
  bunch, and 
  protect their true 
  identities fiercely.  
  Those who have 
  computer day 
  jobs will often 
  buy entire 
  secondary rigs for their Renegade activities, 
  sometimes multiple decks, and have several back 
  up connection spots and data back up facilities 
  around the city just for the additional difficulty in 
  tracing them.   
   
  Netrunners often tend to 
  be fairly odd people, but 
  among the renegades 
  there seems to be 
  something almost 
  fetishistic about they 
  way they operate.  Many 
  of them claim to do their 
  best running in the nude, and members are often 
  engaged in the production and distribution of 
  erotic Braindance and Porn.  These members often 
  claim to get a feeling similar to sexual 
  satisfaction fro their runs, and some 
  have even tweaked their decks to 
  stimulate areas of the brain connected 
  to sexual 
  stimulation 
  and orgasm.  
  This trend 
  among 
  Renegades 
  is not universal, but it 
  does appear to common 
  in a large number… and 
  several members of the 
  Renegades make 
  contacts and conduct 
  business via VR sec chat 
  rooms online. 
  
   
  Page 76 
   
   
   
  NOTABLE DIGITAL RENEGADES 
   
  CARMEN “5y5T3R 54LV4T10N” HOPE 
   
  Carmen Hope is one of the founding members of 
  the Digital Renegades.  She was a hacker as a 
  teen.  Unfortunately, at age 19, she was caught 
  after breaking in to DEA databases.  She was put 
  to work as an information specialist in the Army, 
  and shipped off to serve in the Second South 
  American Conflict.  She was one of the first 
  military personnel to receive a neural processor.  
  It was her duty to monitor enemy movements and 
  infiltrate their systems.  When the country pulled 
  out, she was being evacuated.  Tragically for her 
  and her team, the AWACS that was carrying her 
  went down on a remote mountainside.  The crash 
  killed everyone else on board; miraculously 
  Carmen escaped with just a few bruises.  
  Throwing caution to the wind, she went back into 
  the wreckage to retrieve the hard drives and the 6 
  brand new, state of the art, military 
  cybermodems.  She hid the small, but extremely 
  powerful for the time, devices in her personal 
  pack, and escaped just as the plane exploded.   
   
  She hiked down through the Guatemalan jungle 
  and managed to hook up with a group of Long 
  Walkers, eventually making it back into the States  
   
  Now back in Night City, and hiding out in the 
  Combat Zone, she uses her skills for profit and 
  fun, and takes personal delight in any job 
  targeting the government and corporations.  She 
  trains younger netrunners, though they often 
  complain of having to listen to her drunk tales of 
  the old days. 
   
  Her skills have only increased over the years, and 
  while most of those early cybermodems were sold 
  to finance her own equipment, which she has kept 
  on the cutting edge. She has also kept the AWACS 
  hard drive, insurance if the government ever tries 
  banging down her door again.  Sister Salvation is 
  a middle aged bitter woman, prone to hard 
  drinking and bouts of sullen melancholy 
  interspersed with angry 
  outbursts.  But she has a 
  soft spot for those who 
  attempt to fight back 
  against the system.  Her 
  avatar is a highly 
  stylized representation 
  of the Goddess Kali. 
  DEREK “WyRMy44” EDWARDS 
   
  In 2018 Derek Edwards, a then 17 year old 
  suburban kid, managed to hack into the NCPD and 
  expunge the records of 20 hackers who had just 
  been arrested for attempting to break in to 
  Arasaka’s Research and Development database.  
  Unfortunately for Edwards, he was detected by 
  NET-SEC and his location traced.  Derek barely 
  managed to escape as the police burst into his 
  parents home, confiscating every thing in sight.  
  Derek fled to the Combat Zone, where he 
  successfully was able to elude police.  However 
  he, like many hackers hiding in the Zone at the 
  time, was given a 5-Star wanted bounty.   
   
  Trapped in the Zone, Edwards had little choice but 
  to hide and wait for things to blow over, and pray 
  the Bounty Hunters wouldn’t be able to find him.  
  His prayers were for naught, but luckily he was 
  able to persuade the team that found him to let 
  him live, in exchange for his services.  Calling 
  himself Wormy44, he used his hacking skills to 
  cover their trail and locate targets, the team, who 
  call themselves the Night Crew, has become one 
  of the premiere hit squads in the United States. 
   
  A few years ago the team 
  disappeared, now Wormy44 is a 
  member of the Digital Renegades 
  and often works as a freelancer, 
  specializing in high end infiltration 
  and datawipes.  He has a partner 
  named 3LS13 with him he has set up a business 
  harvesting and distributing interesting footage 
  taken from security cameras, 
  street surveillance, and police 
  dashboard cameras.  Usually 
  these videos are of impressive 
  crimes, but just as often they 
  are videos that expose police, 
  government, and corporate 
  corruption, or at least stupidity.  
  Wormy44’s avatar is a 
  cartoonish caterpillar. 
  
   
  Page 77 
   
   
   
  KIMBERLY “N0NNY M0U53” MOUSE 
   
  Nonny Mouse lives in the top floor attic space high 
  rise just east of the Combat Zone.  She has set up 
  a tight beam laser link to the servers and main 
  frames she keeps stored on the roof of an 
  apartment building in the Zone visible from her 
  apartment.  The servers sit in a weatherproof and 
  climate controlled room on the top  floor that once 
  served as a storage room but is now only 
  accessible by secret door.  The room is specially 
  insulated with fire proof materials capable of 
  withstanding the thermite failsafe measure she 
  has in place should anyone other than her attempt 
  to enter the room… she can activate these 
  measures by remote.  Her apartment itself has 2 
  computers, one is a safe computer she has that 
  she uses for general stuff, surfing the web, 
  playing video games, etc… the other is built into 
  the walls, and projects holographic touchscreens 
  anywhere in her bed and bathrooms. 
   
  Nonny is a highly skilled decryption specialist and 
  can crack nearly any code given enough time.  Her 
  specialized set up also allows her to store large 
  amounts of data safely and securely.   
   
  Nonny is somewhat of a recluse, she rarely leaves 
  her apartment, though she does have several 
  safehouses set up across the city.  She also owns 
  property in Arkansas, Arizona, Hawaii and Brazil. 
   
  If the Renegades need a code cracked, or can’t 
  get into a file, Nonny is the one they turn too.  She 
  offers her services freelance to those in the know, 
  and is well known in the hacker community. 
   
  Nonny has a soft spot for nomads, particularly of 
  the Snake and Aldecaldo nations, and has several 
  contacts among them.  While she almost never 
  leaves her apartment, when she does 
  have to travel, she does so with nomads 
  acting as escort.  To her nomads 
  represent the exact opposite of life of the 
  technologically dependent life of a shut 
  in she has fallen into.  In exchange for 
  her services, nomads provide her with 
  protection, with at least 4 Snake or 
  Aldecaldo nomads living on premises at 
  all times.  Nonny’s avatar is a young 
  nude woman, surrounded by code. 
  MARJORIE “D177O” TOMBS 
   
  Marjorie has been going by the name Ditto since 
  she was a young girl.  Ditto has eidetic memory 
  and can recall anything she has read or seen with 
  near perfect clarity.  She has used this gift to 
  become a master of pattern recognition.  She is 
  also a master at forgery and creating false ID’s. 
   
  Ditto is somewhat obsessed with maps, and she is 
  personally responsible for the ever updated maps 
  of the combat zone, the the gang territories in the 
  city and keeps a ledger of their major movements.  
  She keeps similar tabs on corporations and police 
  forces in the city.  Because of this, Ditto is seen as 
  something of an oracle in the netrunner 
  community.  She has successfully predicted major 
  gang pushes, police sting operations, corporate 
  takeovers, and though no one would believe her 
  warnings, she predicted Carnival. 
   
  Ditto is also an accomplished netrunner herself, 
  using her talent for patterns to break in to 
  corporate and government sites.   
   
  Ditto attacks any project she is working on 
  obsessively, often forgetting to eat or sleep until 
  her body is on the verge of shutting down.   
   
  Ditto is paranoid, and with good reasons, she has 
  been hunted by police, corporations, and 
  organized crime figures.  She tends to move 
  around a lot, and the only time she stays 
  anywhere for any length of time 
  is if she is surrounded by people 
  she trusts implicitly, people she 
  knows can protect her, or at least 
  provide a distraction for the 
  people looking for her long 
  enough for her to escape again.  
  Ditto’s avatar is a silhouette of a 
  woman, surrounded by ever 
  swirling lights. 
  
   
  Page 78 
   
   
   
  DAVID “H0UD1N18O8” HUDNALL 
   
  For the right price, Houdini808 will break in and 
  infiltrate any building, facility, or site, and hack in 
  directly to their systems.   
   
  David Hudnall was a former Dalta Force operative, 
  who was retasked to the CIA and trained to 
  infiltrate facilities with closed systems.  At the 
  close of the last century, it became apparent that 
  the digital frontier was not only going to unite the 
  world, it was also going to divide as potentially 
  the most vast battlefield would be attempting to 
  conquer next.  The net was vast and necessary for 
  the flow of data, but it was also fragile and 
  prolifically dangerous from a security standpoint.  
  The dangers only increased with the advent of 
  neural interface and cybermodems, allowing 
  anyone with the skill and resources to hack even 
  the most secure databases at the speed of 
  though, all they needed was an internet 
  connection.  Because of this, many corporations 
  and militaries keep their most important 
  information stored in isolated databases, 
  unconnected to the net.  Thus a new breed of 
  infiltration specialists arose, ones with the skill to 
  break into the most secure complexes undetected, 
  access the inaccessible information, and get out 
  again undetected.  David did this for several 
  years, until he accidently stumbled across 
  information he shouldn’t have.  He has never 
  shared the information he found, or even its 
  nature, but he knew merely possessing the 
  knowledge would make him a target of his own 
  government, so he faked his death in an 
  explosion, and went underground.  
  Now armed with a wealth of 
  aliases and fake identities, he is 
  known in hacker circles only by 
  the name Houdini808.  
   
  As a freelancer, Houdini808 now 
  works regularly with the Digital 
  Renegades as their infiltration 
  specialist.   A master of disguise, 
  he speaks 9 languages, and with 
  his training and equipment is able 
  to infiltrate virtually anywhere if 
  the price is right. 
  CLARISSA “R3PL4Y” ABERNATHY 
   
  Replay is the main DJ and operator for The Signal, 
  the pirate radio broadcast set up by the Digital 
  Renegades.  The station is broadcast on 91.1 FM 
  as is located in the only building officially claimed 
  by the Renegades.  The building itself is a 5 story 
  apartment building, and the radio station takes up 
  the top floor.  Replay lives here, and usually has 
  between 4 and 5 newer members of the Digital 
  Renegades helping her run the station.  While a 
  pirate radio station, Replay runs it fairly 
  legitimately, and in addition to a wide and eclectic 
  playlist she gives weather forecasts, local and 
  national news feeds, and local traffic updates in 
  the Combat Zone.  They also report on instances 
  of violent gang activities, and they rely on 
  listeners to call in anonymously, as well as their 
  own contacts, to inform them of gang movements 
  or buildups so that they can warn the people if 
  they suspect violence is about to erupt 
  somewhere.  While this does not make the radio 
  station popular with gangs, Replay has managed 
  to keep things smooth by offering technical 
  support to both Stomp and Slaughterhouse in 
  maintaining their own pirate radio stations. 
   
  Replay also manages to maintain her alliances 
  with the gangs by instantly reporting anytime 
  there is a police presence in the Zone, airing their 
  locations, movements and likely destinations.  
  These reports are made in code, but the police 
  have started to catch on.  Replay and the Signal 
  don’t always work against the Police, if someone 
  particularly vile, especially rapists, child 
  molesters, or terrorists, go to 
  ground in the Zone, Replay and her 
  network will often ferret them out, 
  and turn them over to police, or at 
  least their remains. 
   
  Replay herself is only an amateur 
  Netrunner, though she is 
  considered an extremely important 
  asset, and the public voice of the 
  Digital Renegades.  On air she is 
  bold, and takes no prisoners, but 
  without the power of The Signal 
  behind her she is rather shy and 
  somewhat awkward.  
  
   
  Page 79 
   
   
   
  DANIELLE “PUPP37_RC” TIMMONS 
   
  Puppet RC is the Digital Renegades surveillance 
  specialist, she is also a master at remote piloting 
  virtually anything.  In addition to her vast array of 
  RPV’s, Cyberforms, retasked RC toys, and other 
  assorted remote surveillance and attack tools, she 
  often builds her own.   
   
  Puppet RC employs a large array of small 
  remotes, many of which are stashed across the 
  Combat Zone and the surrounding blocks.  She 
  also has rigged up several vehicles for remote 
  operation.  These vehicles appear for all intents 
  and purposes to be abandoned, and many of them 
  often have homeless Zoners sleeping in them.  But 
  when activated, they become heavy metal 
  weapons she will use to drive over her enemies.  
  Some are even loaded with explosives.  Rumor 
  has it she has a remote operated FBC body. 
   
   
  As a netrunner, Puppet RC specializes in hacking 
  vehicle operating and security systems.  She 
  writes the programs and builds the devices that 
  allow her to hack and operate virtually any vehicle 
  with a smartlink. 
   
  She is an angry young women, and 
  known to carry a grudge.  She is 
  wanted by police and several 
  corporations for her actions 
  against anyone who has offended 
  her rather warped sensibilities.  
  Her most high profile crime to date 
  was hacking the demolition crane a 
  construction site, and using it to 
  heavily damage the FoxCast Media 
  building in Night City after they ran 
  a report comparing Netrunners to 
  Sex offenders. 
  MARTIN “1N73RRUP7“ WHITECHAPEL 
   
  Interrupt is an old school hacker and code junkie.  
  He was hacking video game servers as a kid and 
  breaking local police datawalls to get his friends 
  out of trouble as a teen.  By the time neural 
  interface become common, he was already a 
  veteran code slinger, making a name for himself 
  as a digital cowboy.  He is one of the founding 
  members of the Digital Renegades.  
   
  Interrupt likes the good life, but never stays in 
  one place for very long. He prefers Night City, but 
  is also known to log in from Portland, Seattle, 
  Miami, Nashville, and Mexico City.  He prefers 
  expensive hotels or rental homes, usually for 
  about a week at a time. 
   
  Interrupt has no specialty, while he is a highly 
  respected programmer, he keeps his interface 
  skills evenly balanced, allowing him to operate 
  with a fair amount of independence within the 
  Digital Renegades.   
   
  In his freelance work outside the Renegades, 
  Interrupts services don’t come cheap, but he has 
  been known to work for favors, and has been 
  known to monitor younger runners who catch his 
  eye, providing guidance and even assistance if 
  they impress him enough.   
   
  In his late 40’s, Interrupt is still an idealist, and 
  believes the most important 
  thing he can do is use his skills 
  to fight the rampant 
  corruption in the world around 
  him.  He is not naïve however, 
  and doesn’t tend to expend his 
  energy on futile and foolish 
  gestures of rebellion anymore.  
  Instead he bides his time, 
  waiting for opportunities to 
  gum up the works, and hoping 
  for a big enough opportunity 
  to effect real change. 
  
   
  Page 80 
   
   
   
  ALINE “M3RM41D” EMMERSON 
   
  The Mermaid made her fortune writing sex sims 
  for Braindance.  She also is renowned as an 
  expert programmer for VR environments, and her 
  programs are the fully immersible online 
  storefronts, showrooms, chat hubs, and service 
  auditoriums of many corporations including Coca-
  Cola, Marvel Entertainment, WePorn, and others. 
   
  Now, independently wealthy, she leaves the day 
  to day business of her company up to her 
  subordinates and employees, made up mostly of 
  apprentices hoping to learn from the diva herself.  
  She monitors the output of her company Emsoft, 
  but spends most of her time on her private yacht 
  cruising up and down the west coast.   
   
  The Mermaid works with the Digital Renegades 
  more as a hobby than anything else.  She 
  specializes in exploiting the VR environments, 
  setting up the chat hubs for DR conferences and 
  collaborations.  She sets up back doors and gives 
  access to private unmonitored space in legitimate 
  company online forums. 
   
  In return for her expertise and efforts, the Digital 
  Renegades also distribute her latest underground, 
  illegal, and highly addictive braindance routines. 
   
   
   
  Mermaid is something of asexual deviant, by far 
  the majority of her wealth comes from the more 
  fringe sims she has created, 
  which cater to every perversion, 
  every secret desire.  She finds 
  nothing distasteful, and the 
  subject matter of her illegal sims 
  is determined by the desires and 
  requests of whoever donates the 
  most money to her Development 
  fund, set up through the back 
  door of the online storefront of a 
  bakery in Kentucky. 
  DARREN “DW33Z1L” CORNING 
   
  Dweezil is your typical shut-in netrunner.  He is a 
  bit neurotic, a bit hyperactive, and prone to 
  sticking his nose in anywhere he can fit it, but 
  particularly where it doesn’t belong. 
   
  He has been a member of the Renegades for 3 
  years now.  He had been following the exploits of 
  individual members, particularly Ditto and 
  Interrupt, and then began actively following them 
  online, it seemed whenever they would pop on he 
  would immediately be there, following them 
  around, asking questions and just geeking out.  
  After a while, he began putting the pieces 
  together, contacting Replay and giving her coded 
  messages letting them know he knew what was 
  going on.  He would pop into their private chats, 
  he would figure out what they were trying to with 
  individual projects and provide them with 
  necessary code, just left for them to find.  It was 
  becoming a problem, and the Renegades were 
  actually considering taking him out. 
   
  In the end, it was decided he was too obvious to 
  be a cop, and that he wasn’t going to stop.  So 
  they let him in, thinking it would just be less 
  trouble all around that way.  After a while, his 
  enthusiasm and determination earned their 
  respect, and he has been a fixture ever since.   
   
  Dweezil lives in the University District, where he 
  makes most of his money by providing test 
  answers, or even grade hacking.  He has contacts 
  with the Voodoo Boyz, and pays them for physical 
  protection in exchange for his hacking services.  
  He almost never sleeps, instead staying awake 
  through massive doses of caffeine and low level 
  stimulants.  Occasionally he hires himself out to a 
  crew, though his habits and hyperactive 
  personality don’t tend to make for long 
  relationships.  He changes his avatar often, but its 
  always something bizarre. 
   
   
  
   
  Page 81 
   
   
   
  CL30P47R4 
   
  Cleopatra is outfitted with a custom Wiseman Full 
  conversion package.  No one knows Cleopatra’s 
  real name, she claims not to even know it herself, 
  that whoever she was before she underwent 
  conversion is no longer important.  What is known 
  is that she appeared 2 years ago, and has become 
  one of the core members of the Renegades. 
   
  With the upgrades to her body, Cleopatra is a 
  walking database.  She runs faster and harder 
  then any other Digital Renegade, and has become 
  the forward vanguard for any of their major 
  operations.  She lives in a custom RV, the interior 
  loaded to the gills with computer equipment, the 
  exterior disguised to look trashed and worn.   
   
  The only thing anyone knows for certain about 
  Cleo is that she is highly skilled, and she 
  absolutely hates agricultural 
  corporations, particularly Kraft, 
  Biotechnica, and Monsanto.  
  She volunteers for any 
  operations targeting them, and 
  becomes almost obsessive in 
  her efforts.  She has never 
  given a concrete reason for this 
  disposition, but many in the 
  Renegades feel it has 
  something to do with how she 
  became a full conversion.   She 
  seems to have a similar hatred 
  towards lawyers. 
   
   
   
   
   
  
   
  Page 82 
   
   
   
  THE ELDERS 
   
   
  The Elders are not really a gang, 
  though they are well armed and 
  they definitely claim territory.  
  If anything they could be said 
  to be a guardian gang, but even 
  that isn’t all that accurate. 
   
  Even before the walls went up, 
  education in Marsten was 
  something of a joke.  The 
  schools were overrun by gangs 
  and the few kids who did want 
  to learn were lost in a sea of 
  people who simply did not care.  After 
  carnival, the Martin Luther King High 
  School was under the complete control 
  of a local gang, the Skullcrushers.  
  However the Skullcrushers made a 
  mistake in trying to take on Maelstrom 
  to boost their reputation, and got nearly 
  wiped out in the process.  A group of 
  men and women, led by Marcus 
  “Principal” Welby, saw this as their 
  opportunity.  They assaulted the school 
  and drove what was left of the gang out. 
   
  Over the next few weeks, the 
  group, now calling themselves the 
  Elders, began fortifying the school.  
  Windows on the first floor were 
  boarded up, the entrances were 
  manned by armed guard, and the 
  school was restored to livable 
  conditions.  The elders began reaching out to the 
  community, looking for teachers and instructors. 
   
  The school would be opened back up, they would 
  get no funding and no official recognition from the 
  state, but that meant that the school didn’t have 
  to play by the states rules either.  During the first 
  year of operation, things went slowly and poorly.  
  There were just a handful of 
  students, and when teachers 
  weren’t active they were actively 
  patrolling the grounds.  Clashes 
  with gangs and hooligans were 
  rampant, but the Elders persevered.  
  They had proven that the school 
  was truly a neutral zone, and as 
  safe a place for the kids as could 
  possibly be found in the Zone.   
  Support for the school 
  started trickling in.  The 
  Digital Renegades began 
  donating old computers.  
  The Furies organized a 
  watch, children on their 
  way to the school 
  through their territories 
  would find their passage 
  held safe by armed gang members.  A member of 
  Bushido took a job at the school as a fitness 
  instructor.  Individuals in the zone began 
  donating whatever books they could find.  
  Slaughterhouse, as a show of good faith, donated 
  a truckload of new textbooks.  Combat Cab 
  donated a bus, and one of its drivers volunteers to 
  drive the bus Monday through Friday, and 
  occasionally on weekends if needed.  The ranks of 
  the Elders grew as people in the zone joined to 
  serve as teachers and staff, mostly so their own 
  children or grandchildren could enjoy the benefits 
  of an 
  education, but 
  some joined 
  just because it 
  was the first 
  real sign of 
  hope in the 
  Zone since the 
  walls went up. 
   
  From the beginning, their have been problems 
  with the gangs.  The Cauldron and its wild 
  assortment of gangs sit right next door to the 
  school.  The Dead Zoners also present a constant 
  danger.  The conflict between Stomp and 
  Slaughterhouse 
  constantly threatens to 
  spill over onto the 
  school grounds.  
  Through it all the 
  school has remained a 
  safe haven.  The entire 
  campus is considered 
  neutral ground, and 
  this is respected by 
  most of the gangs in 
  the Zone.  By day this 
  means no gang 
  member will set foot 
  on school property.   
  
   
  Page 83 
   
   
   
  At night the 
  school leaves 
  its football 
  field open, 
  with the lights 
  on.  It allows 
  the gangs to 
  use it as 
  meeting point, 
  much like 
  Kings Cross.  
  Negotiations, 
  alliances, and 
  peace talks 
  are frequently 
  made here.  
  Some gangs have even begun using the field to 
  settle their differences in non-violent manner, or 
  at the very least by trial by combat involving one 
  on one combatants.  It also leaves the gymnasium 
  open after school is out of session, but only 
  students are allowed to use it, and armed guards 
  are always present. 
   
  The teachers and staff of the school 
  are almost always armed and ready to 
  defend the property.  During the day, 
  armed men and women patrol the 
  borders of the territory, and lookout 
  marksmen equipped with rifles are 
  stationed on the roof.  At night the 
  doors of the building are closed and locked.  
  Armed lookouts remain on the building rooftops, 
  and a few of the Elders patrol the building 
  interior.  Most of the staff live on property in their 
  classrooms or offices.   
   
  The school is open to 
  anyone, of any age, 
  who wants to learn.  
  In addition to the 
  basic subjects, the 
  school teaches a 
  variety of subjects, 
  from auto repair to 
  martial arts, 
  depending on who is 
  able to volunteer to 
  teach them.  Volunteers are not paid, but are 
  given food and water, and if need be a place to 
  sleep.   
   
  Conflict inside the school is 
  absolutely forbidden, children who 
  start a physical altercation in the 
  school are usually permanently 
  expelled, especially if 
  there are any gang connections 
  involved.  Drug use results in the 
  same.  Students who skip class or goof 
  off are not expelled, but if their studies 
  suffer they are usually demoted a 
  grade.  The school makes it plain to 
  every parent and every child that they 
  are not here to baby sit, they are here 
  to educate, and any child who does not 
  wish to learn is encouraged not to 
  bother showing up.  They will work 
  with the student so long as the 
  student can prove he is there to 
  learn, and can leave the streets 
  outside the walls.   
   
  Teachers and staff are much more 
  scrutinized.  While members of 
  gangs can volunteer, at the very first 
  hint of gang bias or activity in the school they will 
  be removed forcibly and 
  forbidden from returning.  
   
  Marcus “Principal” Wellby still 
  leads the Elders, he is aging man, 
  a former instructor at a youth 
  rehabilitation center.  Under his 
  leadership the Elders now have 
  26 full time teachers, another 13 
  staff members (cooks, secretary, 
  medic, maintenance, and 7 full 
  time ex-military guards) and 
  about 20 volunteers on any given day.  The Elders 
  have no tag or colors, they have no dress code.  
  They are armed mostly with handguns and semi-
  automatic rifles.   
   
  THE ELDERS TERRITORY 
   
   
   
  
   
  Page 84 
   
   
   
  THE FURIES 
   
   
  The Furies are an all female gang 
  who were originally formed as a 
  group of women who had been 
  wronged and gathered together 
  for revenge, but has since become 
  a response to the male dominated 
  gangs and they danger they 
  represent to women in the 
  Combat Zone, a response they 
  take a bit too far perhaps. 
   
  In the months leading up 
  to Carnival, as the violent 
  gangs were being pushed 
  out of their territories and 
  herded into the Marsten 
  area that would become 
  the Combat zone, the 
  gangs were going berserk.  
  Gangs were scrambling to 
  claim territories, the outsider gangs coming to 
  conflict with the established gangs of the area.  
  Small gangs were subsumed or wiped out by 
  larger gangs, other gangs content to merely take 
  out a corner and call it there own, at least until 
  another gang cast their gaze on the lot. 
   
  One of the local 
  gangs, a small 
  group known as 
  the Piranha’s, was 
  desperately trying 
  to lay claim to new 
  turf after being 
  pushed out of 
  their old haunt by 
  Stomp Street.  They were hold up in a small 
  apartment building at the edge of the Marsten 
  complex when gang called Arzin Tynon decided to 
  strike.  The Piranhas were wiped out completely.  
  Briana “Bright Eyes” Ricardo was the girlfriend of 
  one of the members, and had been holed up with 
  the gang.  When Arzin was finished with the gang, 
  they gang raped her as well as some of the other 
  girls present and left them for dead in the alley.  
  Of the 8 girls present, only 3, including Bright 
  Eyes, survived.  They 
  managed to make it to a 
  local ripperdoc who had 
  been seeing Bright 
  Eyes’ mother who 
  nursed them back to 
  health.   While gangs 
  kept being pushed in to 
  the area, events such as 
  this were becoming 
  common, and every she 
  looked, Bright Eyes was 
  seeing women and 
  children suffering more 
  than anyone by the 
  increased conflict.  She 
  began gathering 
  women, most who had been victimized 
  themselves, but foremost she sought out women 
  who were capable of fighting back, who refused 
  to be a casualty.  Originally, it was something like 
  a makeshift support group and refuge set up in 
  her mothers apartment building, but Bright Eyes 
  had an agenda. 
   
  She watched as the walls went up, locking 
  Marsten away from the rest of the city in the area 
  that has since come to be known universally as 
  the Combat Zone.  When the warnings came for 
  all non-felons to evacuate the Zone, Bright Eyes 
  and her group escorted her mother, little brother, 
  and everyone else from the building who could 
  safely leave the Zone out, then they returned to 
  the building, and waited.  
   
  When Carnival began, they continued to wait, for 
  three days, as chaos erupted on the streets.  They 
  had gathered enough weapons and ammo to 
  defend their building, 
  and fortified the first 
  three floors to keep out 
  intruders.  On the 4rth 
  day, Bright Eyes 
  gathered the toughest 
  women she had, and 
  put her plan in motion. 
  
   
  Page 85 
   
   
   
   
  They moved quickly and quietly through the 
  streets, till they found the building where Arzin 
  Tynon was holed up.  They surrounded the 
  building, covering the exits, and firebombed it.  
  Killing anyone who tried to leave as the building 
  burnt to the ground around them.  Spray Painted 
  on the street in front of the building, surrounded 
  by the dead of Arzin, were the words “Furies 
  Never Forget, Never forgive!”  In one fell swoop 
  Arzin Tynon was wiped out completely, and the 
  women had sent a clear and powerful message.  
  They returned to their own building, and over the 
  next few weeks after Carnival recruited more 
  women, and staked out their territory.  The Furies 
  were here to stay and were not to be trifled with. 
   
  Since then, many other gangs have under 
  estimated the Furies, every time a harsh lesson 
  has been learned.    Women of the zone tired of 
  being victims have flocked to the Furies.  In the 
  often heavily misogynistic atmosphere of gang life 
  in the Zone, the Furies represent a powerful 
  alternative.  This has drawn animosity from 
  several gangs especially Stomp, as women have 
  left to join the Furies.  Li’l Miggy, 
  the main pimp for Stomp, has 
  openly declared that he will turn 
  the entire gang out on the street, 
  similar sentiment has been 
  expressed by members of other 
  gangs.  The Furies responded with 
  an open quote broadcast over the 
  airwaves of the Signal “If that 
  little boy so much as comes near 
  our territory, we will serve his 
  midget dick to our dogs, then turn 
  his ass out on the street 
  ourselves… I am sure there are 
  plenty of women who would pay 
  good money to strap one on, or 
  just use a broken broom stick, to 
  get up in that kids ass.”  
   
  Outside the Zone the Furies are becoming known 
  thanks to a powerful and moving report by Gen-
  Lee Yool of Net 54.  The gang gets funding and 
  support from several militant feminist 
  organizations, and word on the street has it that 
  there are talks with Bright Eyes to make a movie 
  based on her life. 
   
  Regardless of their bravado, the Furies find 
  themselves in the middle of the Zone.  They have 
  a loose affiliation with the Elders, mostly to 
  provide safe passage through their terriotory for 
  the kids who want to attend school, and being 
  they are the closest sympathetic gang to the 
  School have agreed to provide support should 
  trouble start.  Stomp is by far their biggest 
  enemy.  They remain neutral to Slaughterhouse, 
  and actually have started talks with Bricks sister 
  Sugah-T to perhaps form an alliance against 
  Stomp.  They are also, for the most part, on 
  friendly terms with Maelstrom, the Walking Dead, 
  and the Saracens, mostly out of mutual respect 
  and as protection against Stomp.  They are 
  actively supportive of the Digital Renegades, and 
  will come to their rescue if called.  It is rumored 
  that Replay of the Digital Renegades is the one 
  who set up the media interview and possibly set 
  the ball rolling in regards to the possible movie 
  deal, and that a high ranking member is involved 
  romantically with Replay. 
   
  While a very feminist group, the Furies are not 
  above using seduction and charm to get what they 
  want, but they are equally 
  willing to go the hard way 
  when confronting a 
  problem, taking what they 
  want by force, though 
  usually even then they are 
  more devious in their 
  tactics than their male 
  counterparts. 
  
   
  Page 86 
   
   
   
   
   
  FURIES TERRITORY 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 87 
   
   
   
  FURIES STRUCTURE 
   
   
  The Furies control a two block section of the 
  Combat Zone between Marsten Street to the West 
  and Connors to the East and between 57th to the 
  North and 59th to the South.  Stomp borders then 
  to the North and East, Slaughterhouse to the 
  West, and The Elders to the South. 
   
   
   
   The Furies main hangout 
  is a pair of small 3 story 
  condos with a courtyard 
  parking lot between them 
  and a surrounding lot 
  around the westerly 
  building.  It sits in the 
  heart of their territory, and 
  affords lookouts on the 
  roof ample view of the 
  surrounding streets.   
   
  The Furies have a very simple 
  gang structure, Bright-Eyes is 
  the Leader, her top women 
  are known as Hillary’s.  Her 
  enforcers are known as 
  Bobbits, and the soldiers are 
  known as Amazons.  The gang 
  is mostly focused on self 
  preservation and protecting 
  women and children, but they 
  also run their own protection 
  racket and ca be contracted 
  as bodyguards and assassins 
  if the money is right.  They 
  have also been known to act 
  as independent prostitutes, 
  though it is frowned on by 
  Bright-Eyes. 
  The Furies aren’t a 
  very large gang, with 
  about 40 members 
  total, and another 30 
  hanging on.  With the 
  exception of Stomp 
  they seem to be 
  tolerated more than 
  feared, as they do 
  their part to keep the 
  street in front of the 
  Elders School neutral 
  and safe for the kids, 
  and haven’t tried to 
  push for more 
  territory, though 
  several members of 
  the gang want to 
  push north and cut off their access to 
  Slaughterhouse as the crossfire between the two 
  larger gangs often spills over into their turf.  
  Slaughterhouse, on occasion, has even backed up 
  the ladies from across the street from Stomp 
  attacks, Brick, the leader of Slaughterhouse, has 
  commented that the ladies amuse him. 
   
  The Furies have no distinctive colors, 
  but most members wear a distinctive 
  piece of jewelry somewhere on their 
  person at all times.  The jewelry is 
  varied but shares the same motif, a 
  woman with bird wings, usually in 
  flight, wielding a weapon, or in 
  mournful pose.  This theme can also be 
  seen on t-shirts and the back of jackets, and many 
  of the women go on to get 
  similar tattoos or tattoos of 
  wings on their shoulder blades.  
  The gang tag is a woman face, 
  shrieking in anger… taken from 
  the mythical Furies of Greece. 
   
  The Furies have a wide variety of weapons, mostly 
  melee weapons and handguns, but they are quick 
  to take advantage of any larger weapons they can 
  come across, and are known to loot the bodies of 
  fallen Stomp and Slaughterhouse, even while 
  battles are raging.   
  
   
  Page 88 
   
   
   
  TYPICAL FURIES 
   
   
   Most Furies are between 14 and 
  30 years old, though any woman 
  is welcome to join.  Children are 
  not allowed to join the gang 
  until they are at least 14, but 
  they will protect any child they 
  see in trouble, too the point of 
  taking the kids in themselves if 
  they have no one else.  While 
  these kids are not allowed in the 
  gang proper, they are often put 
  to work doing gopher work and 
  menial jobs. 
   
  While in the beginning the gang 
  was just a few women who had 
  been abused and were looking 
  to fight back, the gang has 
  grown ten fold since then, and 
  its members range from abused 
  housewives to ex-military.   
  Women with combat experience 
  are given a place of honor in the gang, especially 
  if they are willing to teach the other members.   
   
   Allegiance to other gangs is 
  strictly forbidden among the 
  members.  They can associate 
  with members of other gangs, 
  and even be involved 
  romantically, but such pairings 
  must be fully disclosed and 
  approved by the gang 
  leadership, and Stomp is off 
  limits.  These measures are in 
  place for good reason, as several 
  gangs have tried to send women 
  in to infiltrate the gang, usually looking for a gang 
  bangers girlfriend who escaped and joined the 
  Furies.  Stomp Street has tried to infiltrate the 
  gang with their own women in order to isolate 
  and target women in the gang or gang 
  safehouses.  The times its been successful, the 
  women targets have been captured and abused, 
  often murdered.  For this reason any member of 
  the gang seen associating with Stomp is thrown 
  out.  Any member suspected of actively working 
  with Stomp is rarely seen again.  The Furies treat 
  traitors in much the same way Stomp would treat 
  one of the Furies, unforgiving and mercilessly. 
  The Furies are also 
  known for their wild 
  block parties.  During 
  which time they often 
  invite members of gangs 
  they are friendly with.  
  These parties are done 
  to renew alliances, and 
  often, behind the scenes, 
  members will seduce 
  men and women from 
  the other gangs in order 
  to garner secrets or elicit 
  favors.  Regardless, a 
  Furies party is usually an 
  event not to be missed. 
   
   Contrary to popular 
  belief, the Furies are not 
  a gang of lesbians, 
  though there are certainly 
  some among them.  Nor 
  do they universally hate 
  men, what they do claim, 
  is that they do not need 
  or rely on men.  Many of 
  these women are in 
  relationships, some play 
  it fast and loose, and a few however are too 
  traumatized to desire intimate contact.    What is 
  universal is that men who rape or abuse women 
  or children in their territory are often dealt with in 
  horribly brutal manner… note the enforcer 
  nicknames.     
   
   
   
   
   
  
   
  Page 89 
   
   
   
  NOTABLE FURIES 
   
  LEADER: BRIANA “BRIGHT-EYES” RICARDO 
   
  Bright-Eyes was a 20 year old girl living with her 
  mom in Marsten when the city began herding its 
  most violent and problematic gangs into the area.  
  Her boyfriend was a member of the Piranha’s, a 
  low level gang not even on the radar who had 
  been pushed out of one territory to the next.  She 
  acquired her name from her boyfriend due to her 
  unflinching optimism. 
   
  After her gang was wiped out, and she and the 
  other girls in the gang had been brutalized, she 
  decided she was never going to be a victim again.  
  While recovering from her injuries and abuse, she 
  began training, hard.  She learned how to handle 
  a gun from an uncle who had served in Nam.  The 
  uncle also taught her guerilla tactics and some 
  basic hand to hand.  By the time it came to strike 
  back, Bright-Eyes was a changed woman.  The 
  naiveté had been stripped from her, replaced by 
  determination, will, and conviction. 
   
  She watched as Arzin Tynon burned, she coldly 
  and methodically put bullets into anyone who 
  tried to escape the conflagration.  She used the 
  reputation she earned from her vengeance to 
  form a small army of women behind her.  She 
  rallied them under the cry “They won’t take 
  anything else from us, from this point on, we do 
  the taking, we decide for ourselves, and we 
  protect our own… and anyone who gets in our 
  way will end up in the grave.” 
   
  Under Bright-Eyes leadership, the Furies have 
  gone from something of a novelty, to a respected 
  gang in the Zone.  She will use any means 
  necessary to achieve her goals and keep the 
  women and children under her protection safe.  
  She forms alliances where it will make her gang 
  stronger, and destroys those who dare oppose her 
  in her territory.  She has long term plans to 
  expand her territory, but for now seems unwilling 
  to take the risk, even though most of her Hillaries 
  are pushing to push north and close the gap 
  between Slaughterhouse and Stomp territories to 
  take the gang out of the crossfire.  For now she 
  knows Stomp is too strong, but she is actively 
  working on alliances with Slaughterhouse and the 
  Saracens to further that agenda, and waiting for 
  Stomp to weaken enough to make it a reality. 
  BOBBIT: CLARA “PRINCESS” WALES 
   
  Princess is Bright-Eyes best friend, body guard, 
  and most trusted advisor.  She grew up in a small 
  town in Kansas, where she would have fit in 
  nicely if she weren’t a lesbian and feminist.  Her 
  parents were supportive, but the town was not.  
  She was ostracized and bullied constantly.  She 
  was the frequent target of the son of the town 
  Sheriff who thought he had the cure for her 
  “problem”.   She learned how to fight quickly, 
  lessons from her father who had been a boxer in 
  college.  She learned how to watch her back, be 
  on alert at all times for potential threats.  These 
  traits would serve her wll when she finally 
  decided to ditch the ignorant hillbillies in the 
  hopes of a bright future in California. 
   
  Unfortunately, she was as unprepared for life in 
  Night City as she was in Kansas.  The city was 
  unforgiving to unskilled homely country girls with 
  attitude problems.  She soon found herself 
  homeless.  She was squatting in the Zone when 
  Brigth-Eyes found her and took her in.  It was the 
  first act of true kindness she had gotten since 
  leaving her parents.   
   
  Princess is fierce and loyal.  She is an able and 
  dirty fighter, her skills honed from surviving on 
  the streets.  Still, as much as her life has 
  improved, she remains angry, at the world, at 
  women who put up with any form of degradation, 
  and especially at men in general.  This last trait 
  has caused Bright-Eyes to rethink Princess’s role 
  as bodyguard, as it has created tension when 
  negotiating with other gangs. 
   
  Princess is in a relationship with Replay from the 
  Digital Renegades. 
   
  
   
  Page 90 
   
   
   
  HILLARY: TASHA “CINDER” DEREK 
   
  Cinder was a nomad with a small family affiliated 
  with the Snake Nation.  Her family was smuggling 
  medical supplies into the Zone when they were hit 
  by the Dead Zoners.  The entire family was wiped 
  out, only Cinder managed to escape.  Wounded, 
  running through the alleys, and hopelessly lost 
  and alone. 
   
  It was by sheer luck that she managed to make it 
  to Furies territory.  He cries in the night were 
  answered as a hail of gunfire erupted from two 
  sentries patrolling their turf.  They brought Cinder 
  in and treated her wounds.  She has been a 
  member ever since.   
   
  Cinders contacts with the nomads have proven 
  useful to the Furies, and while she and her family 
  were caught off guard, she has had more than 
  enough experience fighting to be one of Bright-
  Eyes top Hillary’s.  She often leads patrols, and 
  her tracking abilities have often come in handy 
  when trying to find missing members or track 
  down enemies through the zone. 
   
  Cinder is generally friendly and well liked among 
  the Furies.  She parties as hard as she fights, 
  which has made her very popular among the 
  gang.  Her easy going demeanor and ability to 
  sense danger have made her invaluable.   
   
   
   
   
   
   
  HILLARY: LOIS “STORMY” DREDNER 
   
  Stormy was a cop, a good, one, 4 years she 
  walked the beat, then she was transferred to vice.  
  She was undercover, investigating the Petrillo 
  family, when it was discovered she was a cop.  
  She was shot 8 times, including in the face, and 
  her body was dumped in the bay.  Miraculously 
  she survived, but it cost her left arm, her kidneys, 
  her heart, her right eye and most of the bone 
  surrounding it.  Because she suffered memory 
  loss and could not identify exactly the man who 
  shot her, there was no case to be made… after her 
  recovery, furious, she dove back into the case… 
  and it was there she began putting pieces 
  together.  She had been sold out, by cops on her 
  own squad.  She held her tongue, and waited. 
   
  In the early days of the Combat Zone, cops used 
  to enter it when chasing a suspect… She 
  responded to a call for backup from the cop who 
  betrayed her.  He was in the combat zone, trying 
  to apprehend a murder suspect accused of killing 
  her pimp.  Stormy was the first to arrive, and she 
  found the Detective beating the young girl 
  suspect, trying to get the location of the pimps 
  stash.  Stormy kicked him off the girl, then beat 
  him to death with a piece of rebar that had been 
  lying in the alley.  The Furies had been watching 
  from above… they continued to watch as she 
  handed the young girl all the cash in the 
  detectives wallet and told her to run for it.   
   
  Stormy radioed that she found the detective dead, 
  and quit the force 3 days later.  Bright-Eyes 
  contacted Stormy, who was near suicidal, and 
  offered her a place in the Furies. 
   
  From her time working the beat and with Vice, 
  Stormy knows how the cop and the streets work, 
  she uses this knowledge and experience to further 
  the Furies goals. 
  
   
  Page 91 
   
   
   
  DIANA “DEE-DEE” FRANCO 
   
  Dee-Dee was just another girl in Little Odessa 
  when she developed scoliosis.  In order to pay for  
  a prosthetic body, her parents borrowed money 
  from a loan shark affiliated with the Russian mob.  
  Unfortunately her family had no way to pay off 
  those debts, and though they tried making 
  payments the interest alone was killing them.  
  Eventually the loan-shark got tired of waiting and 
  called in the marker.  They snatched her mother 
  on the way home from the store, and gave Dee-
  Dee’s father an ultimatum.  He had 24 hours to 
  come up with the money, or his wife was dead.  
  Desperate, her father tried robbing a bank, but 
  was killed in the process.  The loan shark killed 
  his mother to eliminate any connection to the 
  crime.  The loan shark then tried to eliminate Dee-
  Dee, things went… poorly for him. 
   
  Alone and destitute, Dee-Dee wandered the 
  streets… she was trying to make her way to 
  Shrapnel, but found herself lost in Furies territory.  
  Stormy found her and brought her in to the gang.   
   
  Dee-Dee has since upgraded her body, and 
  become one of the most versatile fighters in the 
  gang.  She is generally somewhat shy, self 
  conscious about her body, and reserved.  Only 
  among her closest friends does she ever seem to 
  let go. 
   
   
   
  ANITA “SAD GIRL” LYONS 
   
  Sad Girl was one of the original members of the 
  Furies.  Her brother was killed by the Arzin Tynon 
  and she stood next to Bright-Eyes when they took 
  their revenge.  She would be higher up in the 
  game if it weren’t for her alcoholism.  As it stands 
  she is an able fighter, and fully supportive of the 
  Furies, but her judgment can no longer be trusted, 
  so she has been demoted to Amazon.   
   
  Sad-Girl and her brother were extremely close, 
  and his murder sent her into a spiral of 
  depression, which in turn has sent her chasing 
  ghosts at the bottom of a bottle.  While drunk she 
  alternates from extreme melancholy to 
  aggression, and the anger has reared its head at 
  several inopportune moments.  The worst 
  instance was when she started a fight with a 
  Saracen during a negotiation that it was hoped 
  would ally the two smaller gangs and allow them 
  to take over territory from Stomp.  While attempts 
  have been made to re-establish that line of 
  discussion, the damage was done. 
   
  When not on patrol, Sad-Girl can usually be found 
  in her duplex apartment, drinking while staring at 
  pictures of her brother.  Cinder has tried to offer 
  support, but it seems all anyone in the gang can 
  do is wait and hope she pulls her shit together 
  before she gets herself, or another of the Furies, 
  killed. 
  
   
  Page 92 
   
   
   
  HARD 8 
   
   
  On the far western side of 
  the Combat zone there is a 
  bar called the Bitter Sea.  
  This bar has been a popular 
  hangout for people living on 
  the edge since before 
  Marsten was walled off.  
  Netrunners, techs, combat 
  medics, nomads solo’s all 
  came here, as did Fixers and 
  Corporate headhunters in 
  need of the type of people who would hang out 
  here.  The bar is owned by an old Marine veteran 
  named David Ranch.  His son and two 
  granddaughters help him run the place, and they 
  have made it a home away from home for people 
  who don’t have homes.   
   
  When the walls went 
  up, David and his 
  family could have fled 
  the Zone, but it was 
  really all he had, and 
  he decided to hold on 
  to it with all he had.  
  Luckily he had help, as 
  7 of his regular patrons 
  realized the value of 
  the place, and the 
  service it provided… 
  and none of them liked 
  the music at the 
  Forlorn Hope.  So they 
  stayed and helped 
  defend the place.  
  When Carnival was 
  over, David and his 
  customers set to work 
  in the surrounding 
  neighborhoods, putting 
  out fires, getting people food and medical care, 
  and keeping things in their small slice of the Zone 
  from going completely to shit. 
   
  Since Carnival, the bar continues in much the 
  same way as it always has.  Pros on 
  the edge still come here looking for 
  work or hang out here in between 
  jobs, and while Corporate 
  headhunters don’t come around as 
  often, several fixers with varying 
  specialties still make this place their 
  office space. 
   
  The only difference is that now 
  the patrons actively keep the 
  bar, and the streets 
  surrounding, free from gang 
  activity.  Originally it was just 
  the street the bar was on, but as 
  bar patrons began living in the 
  area they were able to push the 
  major gangs out to the south 
  almost entirely.  Their territory 
  now extends from the borders of 
  the Yellow Moon Societies turf, 
  all the way down to 61st street.  
  The used to control all the way 
  down to the wall, but they have 
  been pushed back by 2-3 Set as 
  the gang has moved in an attempt support Stomp 
  and catch Slaughterhouse in a crossfire.  While so 
  far Hard 8’s patrols have been able to keep 2-3 
  intrusion contained, 2-3 is pushing hard, and Hard 
  8 may not have the resources to push back for 
  much longer. 
   
  Collectively, while protecting the neighborhood, 
  the patrons simply refer to themselves as Hard 8, 
  in tribute to Ranch and the original 7 regulars.  
  And while they keep the larger gang presence out 
  of the area, the streets are still 
  awash with crime.  Individual 
  criminals and small groups of 
  thugs flourish here, and the 
  neighborhood is by no means 
  safe.  And as much as they have 
  tried to prevent it, the Dead 
  Zoners occasionally make raids 
  into the territory. 
  
   
  Page 93 
   
   
   
  Every person who 
  signs up for the Hard 8 
  is an experienced pro 
  and knows how to 
  handle themselves.  
  They are also very well 
  armed and often 
  armored.  In exchange 
  for their services in 
  keeping the major 
  gangs out, Ranch gives 
  them a choice between 
  one of the 8 spare 
  rooms above the bar 
  whenever they are 
  available (he and his 
  family take up the 4 
  rooms on the top floor 
  of the four story 
  building) or help in 
  finding suitable digs 
  somewhere in the 
  controlled area.  It’s 
  also the only way to 
  open a tab at the bar.  The actual members of 
  Hard 8 fluctuate rapidly, as they are only able to 
  do anything for the bar between duties.  Still the 
  regulars of the bar who make up Hard 8 are 
  incredibly loyal to Ranch and the bar.   
   
  It’s not all altruistic on 
  Hard 8’s part.  They 
  collect protection fees 
  from the businesses in 
  the area.  Hotels and 
  apartment buildings in 
  the area that want Hard 
  8’s protection are also 
  required to set aside 
  20% of their living 
  space free to Hard 8 
  members.   They are 
  also known to shake 
  down individuals and 
  families who have run 
  afoul of the gangs or 
  local criminals for 
  protection fees.  There 
  are rumors that some 
  of these incidents have 
  been staged just to get 
  money out of people. 
   
  Hard 8 has no colors, but they use wind chimes 
  made of bullet shell casings as their tag to mark 
  their territories and 
  protected buildings.  
  At any given time 
  there are between 
  15 and 25 active 
  members of Hard 8 
  in the zone, with 
  another 25-50 who 
  can be called in 
  within 3 days if 
  things start going 
  bad. 
  HARD 8 TERRITORY 
   
   
   
   
   
  
   
  Page 94 
   
   
   
  THE KINGSMEN 
   
   
  The Kingsmen aren’t so much a 
  gang, as they are a private security 
  force operating in the Combat 
  Zone.  Their one and only job is to 
  provide security for Club 
  Crossroads and Kings Cross.  They 
  keep the area neutral and safe.   
   
  The Kingsmen are well armed, well equipped, and 
  well trained, and under the employ of Arthur 
  “King” Trent.  Trent owns and operates the Club 
  Crossroads, a nightclub near the heart of the Zone 
  on the western side of the crossroads of Martin 
  Luther King and Stompanato.  They control two 
  blocks beginning with the corner of 49th and Ellis 
  and extending 
  diagonally to the 
  corner of 51st and 
  Burroughs.  Rules in 
  their turf are 
  simple, the Kings 
  Guard are the only 
  ones allowed to 
  openly carry 
  firearms there.  Anyone who violates this rule will 
  be asked to leave at gunpoint.  Anyone who 
  commits an act of violence or theft in their 
  territory is dealt with harshly, especially if it is 
  inside the club.  While they will be somewhat 
  forgiving of minor incidents like the occasional 
  fistfight, they are under orders to deal with 
  anyone bringing gang hostility into the territory 
  swiftly, and with finality.  Very few gangs break 
  this rule.  Having neutral ground is too valuable to 
  all involved, and even Stomp, Maelstrom and 
  Slaughterhouse abide by the neutrality. 
   
   
  Kingsmen are easy to spot, 
  as they all wear Metal Gear 
  armor, though in various 
  states of abuse.  It’s 
  unknown how the 
  Kingsmen acquired the 
  armor, but rumors abound 
  that either King discovered 
  a cache of police 
  equipment from before the 
  war, or that a truck 
  containing the armor was 
  hijacked.  Either way, King 
  isn’t saying.  In addition, they are well armed with 
  high end weaponry and communications gear.  
  Kingsmen patrols can be frequently seen riding 
  motorcycles or on foot, always in pairs.  And there 
  are always at least 5 on 
  duty at the club.  Overall 
  they number around 30 
  men and women at any 
  given time.  Senior 
  members are allowed to 
  customize their armor, 
  though most suits show 
  the scars of battle. 
   
  KINGSMEN TERRITORY: 
   
  
   
  Page 95 
   
   
   
  mAELSTROM 
   
   
  Maelstrom is one of the 
  most violent and 
  dangerous gangs in 
  Night City, and is the 
  very definition of 
  Booster Gang.  Unlike 
  most street gangs 
  whose bottom line is 
  money, a Booster gangs 
  primary focus is on 
  combat often just for 
  the sake of combat, like 
  a giant game of King Of 
  The Hill.  Maelstrom is 
  definitely king of the 
  Combat Zone when it 
  comes down to violent 
  reputation.  Joining the 
  gang requires that the applicant be able to start 
  and win a fistfight unaided with an enemy of the 
  gangs.  Gaining ranks in the gang is done by 
  challenging for position, and any member who 
  refuses a challenge automatically abdicates his 
  position to the challenger, the 
  only exception being if the 
  member is currently 
  recuperating from wounds 
  taken in combat.  Maelstrom 
  has no specific colors, however 
  most members wear leather, 
  spikes, and/or have wild 
  hairstyles.  Cybernetics are 
  common, and displayed openly as a sign of pride 
  and survival.  The Maelstrom Tag is a clenched 
  blood red fist.  
   
  Originally 
  Maelstrom was 
  formed from 3 
  smaller booster 
  gangs, The Red 
  Chrome Legion, the 
  Steel Warriors and 
  the Ironsights (See 
  night City 
  Sourcebook).  The 
  majority of the 
  gangs members were 
  veterans of the Second 
  South American War who 
  had come home 
  augmented.   Many of 
  these enhanced vets had 
  returned home, to blank 
  stares and apathy, if not 
  being downright 
  ostracized due to their 
  prosthetics and the VA’s 
  near bankruptcy turning away countless former 
  soldiers suffering both from post traumatic stress 
  disorder as well as the original cases of 
  Cyberpsychosis.  These vets would band together, 
  some by neighborhood, some by former unit.  Fed 
  on drugs and the addiction to the superiority 
  cybernetic enhancement bestowed, these already 
  damaged vets became increasingly violent and 
  their behavior erratic.    They gathered together, 
  both for protection and company, and soon found 
  themselves roaming the streets, staking claim and 
  setting up turf.  As these gangs grew in size their 
  crimes and violent behavior spread.  The first 
  known violent incidents from the Inquisitors were 
  against the Steel Warriors, whom they nearly 
  wiped out.   
   
   
  
   
  Page 96 
   
   
   
   
  Faced with 
  retaliation from 
  street gangs 
  whose turf they 
  were encroaching 
  on, police 
  surveillance, and 
  growing Inquisitor 
  attacks, the three 
  groups banded together to form Maelstrom.  
  Leadership was decided through trial by combat, 
  and a former Sergeant named Hammer who was 
  dangerously close to full 
  blown cyberpsychosis 
  was victorious.  
  Originally Maelstrom 
  territory was up against 
  that of Slaughterhouse, 
  and the two gangs were 
  bitter rivals.  At the time, 
  the gang had no focus 
  other than perpetrating 
  violence as far and wide 
  as they could, with 
  anyone who so much as 
  glanced at them.  
  Hammer was a heavy 
  drug addict, favoring 
  anything that kept him pumped and over the 
  edge.  Angel Dust and Meth were his preferred 
  drugs, then Black Lace hit the market and 
  Hammers mental state took a drastic turn for the 
  worse.  He was fighting 
  with everyone, even 
  targets that Maelstrom 
  was grossly unprepared 
  for.  He was taking over 
  territories in the combat 
  zone and ruthlessly 
  destroying any gangs 
  that opposed him, 
  expanding so quickly, 
  and so violently, that at 
  the same time he was 
  spreading his ranks thin 
  trying to maintain his 
  grip he was making 
  enemies at an 
  exponential rate.  No 
  one was safe and 
  Maelstrom was 
  targeting women, 
  children, and the 
  elderly, for every 
  scrap they could get 
  to feed their 
  addictions.  Then 
  Hammer made 
  unforgivable 
  mistakes.   
   
  First he tried to push past the boundaries of the 
  Combat Zone culminating in a widely publicized 
  gun battle with police in Little Odessa.  This event 
  led directly to the walling off of the Combat Zone, 
  and the disastrous event known as Carnival.  
  During the Carnival, 
  Hammer made his 
  second and third 
  mistakes.  First, in 
  the opening days of 
  Carnival, he sent 
  groups of his gang 
  out, to try and take 
  over other gangs 
  whose positions had 
  been weakened and 
  to try and take out 
  as many bounty 
  hunters as possible.  
  However the 
  members he sent out were mostly younger, and 
  more inexperienced.  One group was slaughtered 
  almost to a man, trying to take down a couple of 
  bounty hunters who had holed up and hardened 
  their position.  Another group was killed when 
  they were caught in an ambush.  His third mistake 
  was that when 
  Slaughterhouse 
  offered a truce, 
  and possible 
  alliance for the 
  duration of 
  Carnival, 
  Hammer killed 
  the envoy that 
  was sent and 
  displayed his 
  body on the 
  front of his 
  armored bus.  
  By this point 
  Hammer was 
  taking enormous amounts of stimulants and had 
  passed deep into Cyberpsychosis.  He made one 
  final mistake, when in a rage over being told how 
  weakened the gang was, he decided to take the 
  Punknaught the gang had been building over the 
  course of the last two years, and try to break 
  through the barricade.  The Punknaught did get 
  through the checkpoint, but 
  
   
  Page 97 
   
   
   
  only made it about a block before the ACPA and 
  National Guard on scene brought it to a halt.  In 
  the ensuing chaos, Hammer was able to get back 
  across to the Combat Zone, but the damage had 
  been done.   
   
  Surrounded by 
  enemies on all 
  sides, with most 
  of the gang 
  dead, their 
  overwhelming 
  loss of 
  resources, and 
  with a leader 
  who was 
  certifiably mad 
  and in a near 
  constant rage 
  induced frenzy, 
  the gang 
  appeared to be 
  breathing its 
  last.  Hammers 
  second in 
  command, a 
  younger 
  Maelstrom named Razorfist, challenged him for 
  leadership.  The ensuing fight was absolutely 
  brutal, but Razorfist came away victorious.  He 
  gathered the remaining members, and in the 
  confusion of the final hours of Carnival moved 
  them to an old motel along the eastern wall of the 
  Combat Zone. 
   
  After Carnival the 
  gang kept a low 
  profile for a 
  while. Under 
  Razorfists 
  leadership 
  Maelstrom took 
  on a new focus.  
  The gang now 
  defends their 
  own turf and is 
  growing in size 
  again.  In 2020, 
  just before 
  Carnival there 
  were over 300 
  members of 
  Maelstrom, 
  immediately after there were less than 75 
  members.  Today, 
  three years later, 
  the numbers are 
  back up to about 
  half of their former 
  glory, mostly by 
  taking over or taking 
  in most of the 
  smaller booster 
  gang survivors in 
  the Combat Zone 
  after Carnival, like 
  the Givers Of Pain 
  (Interface 1) and 
  the Warriors 
  (Streetfighting).  
  Skill in hand to hand 
  combat is still the primary method gaining respect 
  and establishing your place in the gang, but the 
  rampant territorial expansion has minimized.  No 
  longer focused on violence for violence sake the 
  gang deals in combat drugs and extortion for any 
  businesses in the area they stake as their turf.  
  They also rent themselves out as guides and 
  escorts for outsiders in the know who have to 
  operate in the Combat Zone, and as bodyguards in 
  or outside of the Combat Zone.   
   
  Maelstrom maintains good 
  relationships with the Voodoo 
  Boyz due to their control of the 
  underground Fight Clubs set up 
  across the city, an activity which 
  Maelstrom members frequently 
  enter as combatants to prove and 
  maintain their abilities.  In 
  addition they keep close ties with 
  the nomad community, and have 
  even formed their own Tribe who 
  operates along the west coast.  
  The nomad Maelstrom are viewed 
  as a charter to the Nice City 
  founders.  The nomad Maelstrom 
  are a Snake Nation family, who most often 
  provide escort and guide duties to other Snake 
  and Aldelcaldo families in exchange for money, 
  weapons, drugs and favors.  As for the extortion, 
  most businesses in the 
  area pay it gladly, as 
  regardless of its smaller 
  size and diminished 
  territory, Maelstrom is 
  still regarded as the most 
  violent and dangerous 
  gang in the city.  While 
  Maelstrom prefers to deal 
  with things hand to hand, 
  or with melee weapons, 
  especially inside their 
  own borders, they have 
  been stockpiling an 
  enormous arsenal, and 
  when dealing with other 
  gangs and intruders they 
  are going to respond 
  heavily armed, often with military grade weapons, 
  including RPG’s and grenade launchers. 
  
   
  Page 98 
   
   
   
   
   
  Outside of major 
  criminal 
  activities, they 
  are known for 
  their raves, which 
  while fun are 
  often as 
  dangerous as any 
  other Maelstrom 
  activity.  Women 
  are allowed to be 
  full members, and 
  in fact the second 
  in command is 
  Razorfists lover, a 
  woman named 
  Sable.  The rules 
  are the same for 
  women as for 
  men, you earn 
  your place by how 
  well you can fight.  Women who can’t fight are not 
  allowed to be members of the gang, but the gang 
  will offer them protection in exchange for other 
  services, usually prostitution, but if the woman 
  has other valuable skills she can bank on those.  
  The former leader, Hammer, is still alive, and still 
  part of the gang, but is so far gone that he has 
  been relegated 
  to a special 
  group known 
  only as the 
  Psychos, who 
  are reserved 
  only for the 
  dirtiest, most 
  dangerous jobs.  
  The rest of the 
  time they are 
  kept sedated 
  and compliant 
  in the hotels 
  basement.   
   
  Due to 
  Razorfists 
  and Sables 
  influence 
  Maelstrom 
  has actually 
  gained a 
  reputation as 
  something of 
  a guardian 
  gang.  While 
  they charge 
  everyone in 
  their turf 
  protection 
  fees, 
  Razorfist and 
  Sable will 
  punish any 
  members 
  whom are 
  discovered to 
  be harming children, women, or the elderly.  They 
  take the protection game 
  seriously and provide a 
  legitimate service, unlike 
  most extortion rackets of 
  this nature.  In fact, they 
  do not demand protection 
  payments, but by not 
  paying them you are 
  opening yourself as a 
  victim to the other gangs 
  and criminals in the area.  
  Everyone in Maelstroms 
  direct turf pays, as do 
  several people and shop 
  owners outside their turf.   
   
   
   
   
   
  
   
  Page 99 
   
   
   
  MAELSTROM TERRITORY  
   
   
   
   
    
   
   
   
   
   
   
  
   
  Page 
  100 
   
   
   
  MAELSTROM STRUCTURE 
   
   
  Maelstrom controls the South-eastern most 
  portion of the Combat Zone from the wall North to 
  49th street, and west to Burroughs.  The area 
  south of Kings Cross between Ellis and Burroughs 
  is contested territory between Maelstrom and 
  Stomp street.  The Stomp Street gang usually 
  tries to avoid conflict with Maelstrom or at least 
  avoid the businesses that pay Maelstrom 
  protection, but conflicts have occurred.  While 
  Stomp is their biggest direct threat, they hate 
  Slaughterhouse with near equal intensity.  This is 
  probably for the best, because if Maelstrom were 
  to take a side in the current conflict between 
  Slaughterhouse and Stomp, things would get very 
  messy very quickly. 
   
  To the north are minor gangs, who mostly live in 
  fear of Maelstrom.  While a few have gotten brave 
  enough to try and stand up to Maelstrom, or more 
  foolishly try to expand their territory into 
  Maelstroms turf, they are put down hard and 
  brutally.  Such occurrences are rare however.  To 
  the far north of the Combat Zone is Bushido, one 
  of very few gangs whom Maelstrom actively 
  respects and has a loose alliance with, mostly due 
  to a mutual respect and love for fair melee and 
  hand to hand combat. 
   
   
  Maelstroms main base of operations is an old 
  motel on 52nd Street between the Stompanato and 
  Cadigan.  Razorfist and most of the higher ranked 
  members live at the hotel, and the Psychos 
  nursery is located in the basement.  The pool has 
  been drained and usually serves as an arena for 
  fights and mosh pits at the parties thrown almost 
  nightly by Maelstrom.  The rest of the leaders, as 
  well as most of the lower ranking members have 
  their own places scattered throughout the 
  territory, but often end up sleeping in the parking 
  lot, in vehicles, or passing out somewhere on the 
  property.    
   
   
   
  The gang actively patrols its territory, both on 
  foot and in several makeshift armored vehicles 
  provided by their Nomad branch. 
   
  The gang has about 100 hardcore fulltime 
  members and another 50 in the Nomad chapter 
  with about 30 more still claiming hard core 
  allegiance in prison.  There are also usually about 
  50 non-members hanging on for protection or fun. 
   
   
  
   
  Page 
  101 
   
   
   
  TYPICAL MAELSTROM 
   
  The typical Maelstrom member can be identified 
  by the spikes, leathers, scars and heavy cyber 
  they are so very fond of.  Weapons run the gamut 
  from handmade melee 
  weapons to high end 
  assault rifles.  The 
  average Maelstrom is a 
  skilled hand to hand 
  fighter, usually with 
  some level of cybernetic 
  augmentation.  Members 
  with prosthetic limbs are 
  to be considered 
  especially dangerous, 
  having been assumed to 
  have lost the limb in 
  battle.  Hand to hand 
  combat is a personal 
  favorite of the 
  Maelstrom, and scars are 
  not only common, but worn as badges of honor.  
  While brawling amongst themselves is common, 
  these fights are usually restrained.  Fights among 
  outsiders however 
  are usually to the 
  death.  Personal 
  honor is held in high 
  regard to the 
  Maelstrom, and any 
  member who is 
  challenged by an 
  outsider will be 
  expected to face him 
  one on one in 
  unarmed or melee 
  combat.  No matter 
  how the fight goes, 
  no other member 
  will join in, and 
  asking for help against a single opponent will 
  result in the member being stricken of his rank 
  and they will have to start 
  over again as a new 
  member doing the scut 
  work.  Jumping in to help a 
  comrade in a one on one 
  fight is seen as an eve 
  greater dishonor, and  
  anyone who does so is 
  banished from the gang and 
  left to fend for themselves.  
  Since the only way to rise in 
  ranks is to either replace a 
  fallen member or to 
  challenge for rank, all 
  members should be treated 
  as skilled martial artists or brawlers. 
  Maelstrom is a very 
  violent gang, with no 
  real agenda other than 
  being recognized as the 
  toughest around.  The 
  earn most of their money 
  by providing protection 
  to businesses and homes 
  in their territories, and 
  even some outside of it.  
  Most shopkeepers and 
  families pay the fee 
  gladly, and display the 
  Clenched Fist tag 
  prominently.  Ones who 
  don’t are left to the 
  mercy of other gangs, 
  though Maelstrom itself is usually above 
  intimidation and strong arm tactics.  This recent 
  change in tactics has earned 
  Maelstrom the reputation for a 
  somewhat bizarre guardian 
  gang, though the reputation is 
  misplaced as they do not prey on 
  they weaker not out of any 
  sense of nobility, 
  but because they 
  see civilians as 
  beneath their 
  notice. 
   
  In addition to their protection 
  fees, the Maelstrom dabble in 
  arms and combat drug dealing and 
  prostitution.  They also frequently 
  enter the underground fighting 
  matches put on by the Voodoo 
  Boyz. 
   
  Maelstrom has no definitive style in vehicles 
  either, and most of their vehicles are taken as 
  trophies from rival 
  gangs.  However they 
  are known for their 
  “Party Busses”, stolen 
  school busses with 
  armor plates, spikes 
  and weapons welded 
  and bolted on, they 
  use to patrol their turf 
  or make war. 
   
   
  
   
  Page 
  102 
   
   
   
  THE BITCHES 
   
  The Bitches are a 
  cadre or elite female 
  warriors under the 
  direct leadership of 
  Marina.  These 
  women have bonded 
  together as a 
  sisterhood within the 
  gang, offering 
  mutual protection 
  and support apart 
  from the rest of the 
  gang.  While any 
  woman in their ranks 
  is more than capable 
  of taking care of 
  herself, a lone 
  woman in the ranks of some of the less disciplined 
  members of the gang is still in extreme danger, 
  especially during parties and wilding sessions.   
   
  Life in the Bitches is no 
  tea and manicure 
  session.  These women 
  have had to work twice 
  as hard as the men in 
  the gang to prove 
  themselves as capable 
  warriors.  They are 
  often more vicious, 
  more bloodthirsty, and 
  twice as quick to leap 
  into violence… violence 
  they carry out with 
  reckless and often 
  disturbing efficiency. 
   
  The women of Maelstrom have some distinct 
  advantages.  Women can get into many places 
  men can’t.  They are often underestimated, and 
  they have learned to use 
  this to their advantage.  
  Where the men rely on 
  strength, most of the 
  women rely on agility 
  and ferociousness.    
   
  They command utter 
  respect within the gang, 
  to the point that a man 
  losing to a woman within 
  the gang is not seen as a 
  loss of face.  As far as 
  benefits from the gang, 
  they enjoy utter 
  equality, and all the perks, and the dangers, that 
  it brings. 
   
   
  
   
  Page 
  103 
   
   
   
   
  The only real difference in how 
  the Bitches are treated and how 
  the rest of the gang is treated 
  due to their gender, is that if a 
  Bitch becomes pregnant and 
  decides to keep the child, as soon 
  as her condition is known she is 
  immediately pulled from active 
  duty and placed in a support role.  
  While not treated by anyone else 
  as a dishonor, it is often seen by 
  the women themselves as such.  
  They go from being full members 
  of the gang, expected to fight, to 
  being protected non-combatants, with little 
  separating them from the women who don’t fight 
  and have chosen to offer their services for gang 
  protection.  It is for this reason many of the 
  women in The Bitches often decide not to have 
  the child, or to 
  hide the 
  pregnancy for as 
  long as they can.   
   
  These Women 
  have gone to 
  extreme measures 
  to be treated as 
  equals within 
  possibly the most 
  violent combat 
  focused gang in 
  night city, and any 
  threat to that 
  status as equals is 
  avoided at all 
  costs. 
   
  Among the other gangs the Bitches are met with 
  mixed feelings.  Some 
  of the other gangs still 
  do not even allow 
  women as full 
  members.  It is 
  members of these 
  gangs who often make 
  the mistake of 
  disrespecting of 
  underestimating 
  members of the 
  Bitches.  A mistake they 
  often make only once.   
   
  The Bitches are every 
  bit as well equipped 
  and combat effective as 
  their male 
  counterparts.  More 
  often than not they wear lighter armor however, 
  specifically to remain more agile.   
   
   
   
   
   
  
   
  Page 
  104 
   
   
   
  THE  EXILES 
   
  The Maelstrom refer to their Nomad chapter as 
  the Exiles due to the fact that the majority of 
  members either are on the run from other gangs 
  or have extensive police records and have 
  officially had their citizenship revoked.  
  Regardless for most members of the Exiles, Night 
  City is no longer a safe place to be, even in the 
  Combat Zone.  However not all the Exiles suffer 
  from this unfortunate status, and they have been 
  known to recruit from the nomad community, 
  even among the Raffen Shiv.  Because of this, and 
  the nature of Maelstrom as a whole, even though 
  they claim Snake Nation ties, many people see 
  them as little more than Raffen Shiv themselves. 
   
   
   
  Exiles generally have fewer cybernetics than the 
  rest of Maelstrom, but more than your typical 
  nomad.  They do runs up and down the west 
  coast, usually providing outrider servies to 
  smugglers, but try to hit Night City at least once a 
  month on supply runs.  When this happens, they 
  bring in weapons, ammunition, and vehicles in 
  exchange for drugs, tech, and money.   
   
   
   
  Like the other Maelstrom, the Exiles live to fight, 
  and they will purposefully hire on with convoys 
  moving through high risk areas.  Rumor has it 
  that some groups who have refused to hire them 
  and fallen prey to Raffen Shiv have actually been 
  set up, or even attacked, by the Exiles 
  themselves. 
   
  When bringing supplies in to the Maelstrom in the 
  Night City Combat Zone they use box trucks they 
  keep stored in a secret location, free of graffiti or 
  markings, with secret storage spaces.  Armed 
  members on cycles escort them to the city limits, 
  where they wait for them to return.  The guards 
  near the lower eastern wall exit are heavily bribed 
  to let the trucks go through.  Since whatever is 
  being smuggled in usually stays in the zone, and 
  whatever is smuggled out goes to the nomad 
  community, the police at the gates tend not to 
  care much and pocket the money happily.   
   
  
   
  Page 
  105 
   
   
   
  THE PSYCHOS 
   
  Maelstrom live on the edge.  
  Cybernetics are 
  commonplace, and one a 
  member starts adding 
  metal to the meat, the 
  snowball just keeps getting 
  bigger.  The cocktails of 
  combat drugs and heavy 
  amounts of alcohol they 
  take don’t help anything 
  either.  When a member 
  pushes the envelope too 
  far and falls victim to 
  Cyberpsychosis, they can no longer be trusted, 
  even among the ultraviolent ranks of the 
  Maelstrom.  However, unlike 
  regular society, where police 
  and medical professionals are 
  called in to help, or in other 
  gangs where the afflicted are 
  abandoned to their own 
  devices or killed, the 
  Maelstrom continues to care 
  for, and occasionally utilize 
  these violent individuals. 
   
  Once it becomes obvious that a 
  member is suffering from 
  Cyberpsychosis, the member is 
  restrained and sedated.  They 
  are then brought to the 
  Nursery, to join their brothers 
  and sisters who also have gone 
  beyond the edge.  He has 
  joined the Psychos. 
   
  The Nursery is a room in 
  the basement of the 
  motel the Maelstrom 
  have taken over.  The 
  psychos are kept here, 
  intravenously sedated 
  and jacked in to a VR 
  simulation to keep them 
  calm.  Here they remain 
  until they are needed.  
  They are only brought 
  out in the most extreme 
  circumstances, as unleashing 
  them is often as dangerous 
  to Maelstrom as it is for their 
  enemies.  When they are let 
  loose, their weapons are 
  loaded and armed, they are 
  pumped full of combat drugs 
  and stimulants, pointed as 
  best they can be at their 
  target, and set free.  The 
  carnage and destruction they 
  create is apocalyptic.  The 
  last time the Psychos were 
  unleashed was during 
  Carnival, where the Police 
  resorted to AV’s and ACPA 
  equipped with heavy 
  weapons, Gatling guns and 
  anti-personnel rockets, to 
  bring down 6 of them after they had torn through 
  and massacred 38 civilians and 12 police officers. 
   
  The former leader of Maelstrom, Hammer, is one 
  of the current 
  Psychos kept in the 
  nursery.  The 
  Psychos are viewed 
  with high respect 
  and even higher 
  fear.  Their 
  maintenance and 
  medical needs are taken care of by a couple of 
  local ripperdoc under Maelstrom protection.  Their 
  daily care is handled by low ranking members of 
  Maelstrom, or by higher members who are 
  assigned the duty as punishment. 
   
  The Psychos are one of the big reasons that even 
  the larger, better organized, gangs of the Combat 
  Zone tend not to directly attack Maelstrom.  
  Fighting a normal Maelstrom, if such a thing can 
  be claimed, is suicidal enough, fighting a Psycho 
  is seen as certain death.  There are usually 
  between 6 and 12 Psychos kept in the Nursery at 
  any time.  Occasionally one or two will be brought 
  out at a time, but they are used sparingly. 
   
  
   
  Page 
  106 
   
   
   
  NOTABLE MAELSTROM MEMBERS 
   
  GANG LEADER: Brian “Razorfist” Kirkpatrick 
   
  Razorfist was born to fight.  His mother was an 
  Irish American, part of the Kirkpatrick mob family 
  in Chicago.  His father was a low level family 
  member.   In truth his father was an undercover 
  FBI agent named Shawn White investigating the 
  Families criminal activities.  Shawn’s seduction of 
  Brian’s mother  was able to get him close, and 
  when the dust settled, almost the entirety of the 
  adult male population on Brian’s mothers side of 
  the family was incarcerated or dead.  When it was 
  discovered that Brian’s father was responsible for 
  all this, his mother was ostracized from the 
  family, and his cousins and other schoolmates 
  would torment him mercilessly.  Due to the 
  constant fighting with the other boys, by age 12 
  he had already put 4 boys, all older than him by at 
  least 2 years, in the hospital.  When the wasting 
  plague hit, his mother was an early victim.  Brian 
  had no family to turn to for help, and he watched 
  his mother die alone.  When they began 
  quarantining the city, Brian was able to fight his 
  way past a police sentry point with his sister and 
  hooked up with a nomad group heading west.  He 
  travelled with an Aldecaldo family for a while, but 
  his violent nature was too much for them, and 
  after a fight with the headman’s son he was left 
  on the side of the road.  From there he hooked up 
  with a Raffen Shiv gang in Northern Cali, but grew 
  to consider the group cowards and bullies, 2 
  things he had little patience for.  He travelled to 
  Night City, hoping to find work as a bodyguard, 
  but when things got tight he found himself living 
  in the Combat Zone.  Calling himself Razorfist, he 
  joined the Red Chrome Legion, and was one of the 
  few original surviving members when they 
  became Maelstrom.   
   
  Razorfist had been getting more and more 
  disillusioned with the way the gang had been 
  working.  Originally he joined because he wanted 
  to be the baddest of the bad.  But under Hammers 
  leadership he increasingly saw the actions of the 
  gangs as deranged and foolish, and the bullying of 
  smaller gangs and civilians he viewed as 
  cowardly.  When Hammer completely lost it, got 
  the gang pushed out of there original turf and 
  nearly destroyed the gang during Carnival, 
  Razorfist had finally had enough, and he 
  challenged Hammer.  The brutality of both 
  combatants is still talked about in hushed 
  whispers today.  Hammer had far more combat 
  experience, was so heavily cyber enhanced that 
  he was completely Cyberpsychotic, and was on 
  massive amounts of Black Lace.  Ironically, that 
  was what led to his downfall.  Hammer raged out, 
  while Razorfist moved in and out, picking his 
  shots carefully, fist blinding the larger, stronger 
  and faster opponent, then systematically disabling 
  his senses and his movement, before finally 
  finishing off Hammer.  Razorfist did not kill his 
  mentor, instead he slapped inhibitor collars on 
  him, and used him as a basis for a new unit of the 
  gang.  The Psychos.  While cybernetic use is 
  rampant in Maelstrom, and most senior members 
  skate the edge of cyberpsychosis, anyone who 
  goes over the edge is relegated to the Psychos.  
  Kept sedated and inhibited in the basement of the 
  hotel, and only let loose in the most extreme of 
  circumstances.  Some people claim this is mercy, 
  others claim it is cruelty… but it is an effective 
  weapon, and an even more effective example to 
  keep the gang disciplined and sharp. 
   
  Razorfist lost his limbs on separate occasions, all 
  in battle.  Their replacements  are enhanced with 
  thickened myomar, and covered in armor and 
  spikes, with a blue chrome finish.  His right eye is 
  cybernetic (LL, TH, Speedball, AD), and he has 
  had several internal organs replaced as well.  In 
  addition his strength and reflexes have been 
  enhanced tremendously, and has undergone 
  Skinweave Nanite enhancement.   (BOD: 15 
  REF:13/14 SP:16, Decentralized Heart) 
   
  Razorfist is grim and determined, but if you prove 
  your loyalty and friendship to him his own loyalty 
  is unswerving, matched only by his need for 
  vengeance when betrayed.  He is devoted to his 
  lover and second in command, Sable, and he has 
  little tolerance for bullies or cowards.  These 
  views are seen as weaknesses by some members 
  of his gang, and have led to a hostile undercurrent 
  towards him, but so far no one has challenged 
  him, though several have challenged Sable and 
  lost.   
  
   
  Page 
  107 
   
   
   
  Second In Command: Valerie “Sable” Desmond 
   
  Unbeknownst to even Razorfist, her lover and 
  leader, Sable was born to an upscale family in San 
  Francisco, her father is a senator with higher 
  aspirations, her mother is a socialite, and her 
  grandfather on her fathers side is the former chief 
  of police in Los Angeles.  This would make for a 
  childhood filled with the best of everything.  
  Troubles began early on though, between her 
  promiscuous behavior and constant fighting, she 
  was expelled from every private school on the 
  west coast.  No one was able to determine the 
  cause of this behavior, but then again no one was 
  really trying to hard.  The truth of the matter is 
  that her mother was an alcoholic, her father was 
  too busy with his rising political position to pay 
  any attention to her, and her grandfather 
  molested her from age 7 to age 16 when she 
  killed the old man, and set fire to their house 
  while her parents were away in Washington.  She 
  disappeared into the night, and the police 
  investigation that followed declared that she had 
  been kidnapped.  She fled to Night City, and lived 
  on the streets for two years, becoming a stick up 
  artist and occasionally prostituting herself for a 
  meal or a warm place to sleep, though rarely did 
  she actually sleep with her johns, usually as soon 
  as they brought her into their home she would 
  beat them half to death, rob them, and leave.  She 
  was trying pull this scam in the Combat Zone 
  when a group of prostitutes attached to the now 
  forgotten Zip Mob gang tried to force her from 
  their corner.  Sable took on all four and brutally 
  beat them.  The incident was witnessed by a few 
  members of Slaughterhouse, and they invited her 
  to join.  Then Carnival hit, and her initiation was 
  put on a back burner.  She witnessed the fight 
  between Razorfist and Hammer, and fell instantly 
  in love with Razorfist.  When things died down, as 
  the gang was re-organizing, she made her move 
  to gain his attention by challenging his second in 
  command.  It was almost a fatal mistake on her 
  part.  At the Time Razorfists second in command 
  was a man named Cow Killa.  The man had two 
  cyberarms equipped with wicked 3 inch long 
  rippers, and was addicted to angel dust.  Still loyal 
  to Hammer and not happy with Razorfist usurping 
  leadership, he decided to take out his rage on this 
  slip of a girl who dared challenge him, and make 
  an example of her.  In the ensuing battle he came 
  out strong, battering her like a ragdoll.  She got in 
  some well placed kicks and punches, but this only 
  infuriated him.  He grabbed her arms, digging his 
  talons deep into her flesh, and quite literally 
  ripped the muscle and flesh from her bones… in 
  effect de-gloving her.  Somehow she was able to 
  stay conscious, and thinking the fight over, Killa 
  leaned into her ear to whisper a taunt, but she bit 
  into his neck, ripping out his jugular with her 
  teeth.  As he flailed around in his death throws, 
  she passed out.  Razorfist, completely taken by 
  surprise by the determination, courage, and 
  resolve of this girl, grabbed her and rushed her to 
  a trusted ripperdoc where he paid for her 
  treatment, as well as the cybernetic replacements 
  for her arms.  He never left her side until she had 
  recovered.  The two have been an item ever since. 
   
  Sable has been forced to defend her status 
  several times, always against men.  Every time 
  she has been victorious, though she bears wicked 
  scars across her back from a challenger equipped 
  with wolvers that resulted in her having to have 
  her spine replaced.  She has procured false ID’s 
  for herself and Razorfist, for times when medical 
  treatments beyond the capabilities of a ripperdoc 
  are necessary. 
   
  Sable has since undergone further augmentation, 
  boosting her reflexes and speed, as well as 
  skinweave and enhancing her limbs.  She despises 
  authority, especially police.  She also has a very 
  soft spot for children, and the defenseless.  Her 
  loyalty to Razorfist is unquestionable, though she 
  is growing resentful towards the gang and its 
  customs.  This situation was only made worse 
  when she had to defend her position yet again 
  earlier this year.  She was pregnant at the time, 
  and the fight not only caused a miscarriage, but 
  left her so damaged she has been told she will 
  never be able to have children.  
   
   
  
   
  Page 
  108 
   
   
   
  LIEUTENANT: SPAIN 
   
  Spain is the oldest member of Maelstrom, and 
  third in command.  He is the last surviving 
  member of the original Iron Sights and a veteran 
  of the last South American War.  During the war, 
  Spain was badly wounded and burned, requiring 
  several skin grafts and the replacement of several 
  organs, both his arms, his eyes, and his jaw.  His 
  cybernetics are antiquated by current standards, 
  but his distrust of doctors after the botched skin 
  grafts and his fear of delving deeper into 
  Cyberpsychosis prevent him from getting them 
  upgraded or replaced. 
   
  While he is still more than capable of finishing any 
  fight started with him, his real role in the gang is 
  that of strategist and advisor.  In fact, it was with 
  his tutoring, that Razorfist was able to defeat 
  Hammer.  Hammer and Spain were best friends, 
  having served together and shared similar 
  experiences.  But as Hammers mental state 
  deteriorated, Spain knew he could no longer 
  support his friends decisions, or trust his 
  judgement.  The guilt of the situation still eats at 
  him heavily, and Spain has made it his personal 
  responsibility to see that Hammer and the rest of 
  the Psycho’s are kept sedated and comfortable 
  when they are not needed.  In fact, he spends 
  most of his free time in the basement with 
  Hammer, talking to his old friend, just for the 
  barest glimmer of recognition in his eyes. 
   
  Hi is very loyal to Razorfist, and approves of the 
  direction he has taken the gang, as almost a 
  guardian group, much closer to what the gangs 
  who made up the original Maelstrom were formed 
  for. 
   
   
  ENFORCER: FERAL 
   
  At 28, Feral is one of Razorfist’s most trusted 
  enforcers, and has been with Maelstrom since he 
  was 16 years old.  From the beginning, Feral lived 
  to fight.  It was how he survived on the streets 
  before joining up with the gang, and its how he 
  has survived and risen in its ranks to one of the 
  top positions.  He has no interest in leading the 
  gang, and has no interest in any of its activities 
  that don’t involve violence.  Like many top 
  ranking members of Maelstrom, Feral has lost 
  most of his limbs in one combat or another, and 
  had them replaced with enhanced cybernetics.  He 
  also has implanted drug injectors he can activate 
  to pump various cocktails into his system.  His 
  fingers are all on quick change mounts, and 
  before combat he attaches custom ripper digits 
  with are little more than somewhat jointed 
  knives.  What little flesh does remain on Feral is 
  heavily scarred. 
   
  Feral rarely speaks, and when he does it is short 
  and to the point.  He does not typically engage in 
  the gangs festivities, though he is always present.   
   
  Feral has always been extremely protective of 
  Razorfist’s little sister Dawn, knowing her since 
  she was a small child.  While she dotes on him 
  and sees him as her favorite uncle, this tendency 
  has begun to put a strain on their relationship, as 
  she grows increasingly frustrated at his 
  intimidation of any would be lovers who catch her 
  fancy.  Feral is Spains Second, and he protects 
  him fiercely. 
   
  
   
  Page 
  109 
   
   
   
  LIEUTENANT: UBER 
   
  Uber earned his place in the upper ranks of 
  Maelstrom through a combination of cunning, 
  skill, and deceit.  It is heavily rumored that in all 
  his combat trials he has chosen opponents he 
  knew he could beat, bribe or, in the case of at 
  least one opponent, used poison so ensure 
  victory. 
   
  Uber is former leader of the Givers Of Pain, with 
  ties to the Norse Lords Raffen Shiv group out of 
  Idaho.  He joined the Maelstrom out of a need for 
  protection from Stomp Street after his mouth bit 
  off more than it could chew one day in a bar while 
  drunkenly spouting off hate speech.   
   
  He is smart enough to keep his racism to himself, 
  or at least among the small crew of like minded 
  individuals he has gathered.   
   
  Uber seeks leadership of the gang, and is only 
  waiting for the proper time before making his 
  move.  Right now the gang is far to loyal to 
  Razorfist and Sable for his usual tactics to work 
  and go unquestioned, but Razorfists disinterest in 
  expanding the gangs territory is slowly gaining 
  Uber more allies.  Uber is heavily cybered, but his 
  favorite weapons are his poison injected Rippers. 
   
   
  ENFORCER: CHAOS 
   
  Chaos is the second to Uber, and craves the power 
  Uber has promised him if he stays loyal.   
   
  Chaos has always been short, and growing up in a 
  publicly (under)funded orphanage he was picked 
  on mercilessly by the older kids, until he learned 
  to fight dirty, pitting children against each other, 
  ambushing others, and basically gaining a 
  reputation among the other children as one to be 
  feared.  As he grew older, he eventually began 
  asserting more influence over the other children, 
  prostituting them out, arranging for them to steal 
  and commit other crimes, usually for his benefit, 
  but just as often merely for his amusement.  
  When the management finally kicked him out, he 
  escaped police custody only to return and burn 
  the orphanage to the ground. 
   
  Chaos is a textbook sociopath.  Highly 
  charismatic, but possessing no true empathy for 
  anyone and caring only about himself.  He is 
  extremely unpredictable, and will go from calm 
  and cool as ice, to a violent berserker rage 
  without warning.  While these traits are useful to 
  Uber now, they do not go unnoticed.   
   
  Chaos is one of the most dangerous members of 
  Maelstrom.  In a straight up fight he is little 
  threat, but his charisma has allowed him to gather 
  a goup of followers, which only serves to bolster 
  the ranks of those under Ubers control. 
   
  Chaos is only loyal to Uber for so long as it serves 
  his own goals, and Uber is careful not to push him 
  to hard lest he end up making an enemy of him.  
  More often than not this means Uber will simply 
  let Chaos run with free reign on any given task, 
  and pick up the pieces afterwards, or claim them 
  to his own advantage. 
   
   
   
   
  
   
  Page 
  110 
   
   
   
  LIEUTENANT: MARINA 
   
  Inspired by Sables rise to the top, other women 
  began pushing up the ranks in Maelstrom, chief 
  among these women was Marina.  Marina is 30, 
  and is extensively cyber enhanced.  She has risen 
  to become one of Razorfists Lieutenants, fighting 
  tooth and nail for the status losing half of her face 
  in the process.   
   
  Marina is the most regularly challenged 
  Lieutenant in Maelstrom, and her presence in the 
  top circle has stirred controversy among the gang.  
  Still she has managed to hold on, and has made 
  herself a valuable advisor and leader.  She is 
  smart and agile, her strength and speed have 
  been boosted, and she has implanted herself with 
  subdermal armor.  While her enforcer is a male, 
  she commands a crew called the Bitches, made up 
  of mostly women who do her bidding without 
  question.  Marina and her crew have had to work 
  twice as hard to get where they are, and they 
  command respect.  They have little regard for 
  other women in the gang, whom they don’t view 
  as fighters, and have utter disdain for the women 
  who have chosen to offer services for protection 
  instead of becoming fighters.  This extends even 
  to Dawn, Razorfists sister, whom he has forbidden 
  from becoming a fighter.  So far Marina’s dislike 
  of the girl she considers a “spoiled princess” has 
  been kept to biting remarks, but the lack of love 
  between the women is obvious.  
   
  ENFORCER: HARPY 
   
  Harpy is Marina’s second, and edging closer every 
  day to Cyberpsychosis.  Bets are running high that 
  she will be the first female member of gang to be 
  consigned to the Psychos.   
   
  Harpy is extremely violent and quick tempered, 
  and has only a tenuous grasp on her sanity.  While 
  this has made her absolutely useless in delicate 
  situations, it makes her the perfect enforcer for 
  the Bitches.  Her bloodthirst is feared even among 
  the Maelstrom.  She is extremely quiet and 
  stealthy when she moves only to erupt in a 
  shrieking frenzy amplified by her audiovox, a 
  terrifying spectacle, as the shrieks are mixed in 
  with a cacophony of disturbing high pitched 
  animal squeels… 
   
  When not fighting, and in calm spirits, Harpy is 
  crude but friendly to her gang, particularly the 
  other members of the Bitches.  She has no 
  aspirations for leadership, though does tend to 
  complain if a plan of action isn’t aggressive 
  enough for her tastes.  While none of her limbs or 
  organs have been replaced, she has a host of 
  internal cybernetic implants, and is addicted to 
  Black Lace and other combat drugs. 
   
  Harpies lips and part of her nose were ripped off 
  while trying to subdue a fellow gang member who 
  had gone berserk due to cyberpsychosis.  She had 
  her teeth replaced by a local ripperdoc and chose 
  to leave her face the way it was, as a badge of 
  honor, and a means to terrify her enemies, and 
  everyone else.  Harpy is in love with Marinas 
  brother Beef, but due to her appearance tends to 
  confine any show of affection to overt sexual 
  come-ons and derision. 
  
   
  Page 
  111 
   
   
   
  BEEF 
   
  Beef is Marina’s stepbrother.  Beef raised her 
  when their parents were killed, though she 
  quickly grew to be stronger and smarter than him.  
  He still thinks of her as his kid sister though, and 
  acts with unquestioning loyalty to her, and is 
  quick to spring into action against any threat he 
  perceives against her. 
   
  Regardless of his name, and his size, Beef is not a 
  stupid man.  He is however quiet, only speaking 
  briefly and only when necessary.  He is a hulk of a 
  man, and his mere size alone is enough to 
  intimidate most threats into submission.  He is 
  very slow to anger unless his sister is threatened, 
  but when he does explode he leaves a wake of 
  destruction in his path.  He was incredibly strong 
  even before he lost his arms and had them 
  replaced, now he is a behemoth, capable of 
  tossing small cars around and tipping peoples 
  limbs completely from their bodies.   
   
  Fortunately most of the time his demeanor is 
  calm, even gentle.  Due to his sisters leadership of 
  the Bitches, Beef will often be found hanging out 
  with them, thought he takes grief over it from the 
  other men in the gang.  Harpy’s overt flirtation 
  with him has caused him some discomfort. 
   
   
  GASKET 
   
  Gasket is the armorer of Maelstrom, he keeps the 
  weapons in working order and personally inspects 
  any shipment of guns or munitions the gang buys.  
  He is a former marine and served during the 
  Second South American conflict.  Like many 
  soldiers who served, he was left behind and 
  became one of the Longwalkers.  When he finally 
  made it back to he U.S. he brought back with him 
  a absolute loathing for authority, especially for 
  the government.  He was part of a group of 
  anarchists who were hiding out in the Combat 
  Zone.  He is wanted by the FBI in connection with 
  the murder of two police officers and a raid on a 
  National Guard armory.  When Carnival hit, the 
  group he was with was taken down, but he was 
  able to escape.  He joined the Maelstrom after 
  watching their attempt at breaking out of the 
  Zone at the tail end of Carnival, and the 
  destruction to the police and National Guard 
  forces they were able to inflict.   
   
  While not as heavily cybernetically enhanced as 
  many Maelstrom members, Gasket nonetheless 
  fits right in.  He has extensive knowledge of 
  weapons and explosives, is quick tempered, and 
  loves to fight. 
   
   
  
   
  Page 
  112 
   
   
   
  WALTER “SHAMAN” CRANSTON 
   
  Shaman is the closest thing Maelstrom have to 
  religion.  While he garbs himself in vestments, he 
  actually professes to be more philosopher than 
  spiritual advisor.  The man has a network of 
  contacts that are of great importance to the 
  group.  Most prominently, he knows several 
  trusted ripperdocs and it would appear a few 
  contacts who are able to provide top end 
  cybertech.   
   
  Shaman was a well paid and highly regarded 
  psychologist specializing in the treatment of 
  Cyberpsychosis.  In 2012 he was brought in to try 
  and calm down a rampaging cyberpsycho who had 
  taken several women hostage.  He made the 
  mistake of getting to close, and was attacked.  His 
  injuries were severe and required extensive organ 
  replacement, as well as his right arm and left 
  forearm, his spine, an eye, and an ear.  He tried to 
  return to his practice, refusing therapy himself, 
  thinking his new cybernetics would make him 
  both easier to relate to as well as give him new 
  insight into the condition.  This proved to be 
  somewhat disastrous.  When a colleague 
  challenged his judgment after one of his patients 
  went on a rampage, Shaman snapped, attacking 
  the man before fleeing. 
   
  Shaman took over a small abandoned church in 
  Maelstrom territory before they were pushed to 
  the Combat Zone.  There he began preaching 
  about the acceptance of metal and offering free 
  counseling to those suffering the beginning 
  stages of cyberpsychosis.  Maelstrom officially 
  adopted him, using his skills to help alleviate their 
  afflicted members, and to help diagnose members 
  on the edge. 
   
  In addition to his counsel and contacts, he is also 
  in charge of maintaining the braindance and life 
  support systems of the Psychos.  Shaman is 
  always attended by his bodyguard Sister Slice. 
   
  THUMPER 
   
  Thumper is one of the newest members of 
  Maelstrom.  He has minimal cyber, really just 
  Muscle/Bone lace, Subdermal plating, and 
  Speedware.   He is one of the few members of 
  Maelstrom with a relatively clean police record 
  and no outstanding warrants.  As such he is able 
  to come and go from the Combat Zone as he 
  pleases, which makes him of great use to the 
  gang.   
   
  Thumper has only been a 
  member of Maelstrom for 6 
  months, however his role is 
  important, and he is being 
  groomed for greater things if he 
  can keep his record clean.  Even 
  though he is so new, he has 
  already been given a small group 
  of his own to lead. This has given him something 
  of a swelled ego, a dangerous thing in this gang, 
  as he uses his position to push the boundaries 
  with senior members of the gang.  The group he 
  leads is known as the Head Stompers, and its 
  membership is entirely made up of people who  
  are not wanted by the police so that they can 
  conduct Maelstrom business outside the zone.  It 
  is because of this, that Thumper and his crew are 
  watched closely.  Any cybernetics they have 
  implanted must be approved 
  by Spain to avoid making 
  them suspicious to police 
  outside the zone. 
   
  While Thumper and his crew 
  are important to the gang, 
  most of the members, 
  including leadership, see 
  them as posers who have yet 
  to earn with blood their 
  placement in the gang.  They 
  are thought of as a necessary 
  weakness at best. 
  
   
  Page 
  113 
   
   
   
  DAHLIA 
   
  Dahlia is a member of the Bitches, one of the 
  more feared members.  Little is known about her 
  past, though she does appear to be some mix of 
  Latino and Caucasian, and speaks Spanish and 
  Russian fluently.  She is an accomplished martial 
  artist, with very little cyber, mostly consisting of 
  speedware and neural implants.  She has been 
  implanted with Vampires, and considers them 
  sexy.  She has tattooed her body  
   
  she is known for her signature weapon, a long 
  sword, split down the middle lie an enormous 
  tuning fork, and hooked into a stolen battery from 
  a hardsuit.  At the switch of a button the blades 
  become electrified, after about 30 seconds, the 
  blades heat up, like elements on a 
  toaster…
   
  GHASTLY 
   
  Ghastly is a Psycho, he is in all respects, a full 
  conversion, though he does not have any package 
  body.  Instead his pieces were replaced and 
  augmented one at a time until the only human 
  tissue that remains is his brain and a few internal 
  organs.  His Cyberpsychosis is so severe that even 
  fully interfaced with Braindance he is known to 
  lash out violently at anyone who gets to close.  
   
  Ghastly’s left arm has been replaced with a giant 
  custom made diamond tipped drill and he has had 
  a linear frame augmentation implanted beneath 
  his exoskeleton.  Perhaps the most chilling cyber 
  enhancements are his multiple cybersnakes, 
  implanted all over his body, which he uses to 
  entangle and eviscerate his enemies. 
   
  Ghastly is terrifying, even to the Maelstrom, but 
  he is the most deployed of the Psycho’s due to his 
  extreme resilience and destructive power.   
   
  To keep him under control, he has been implanted 
  with a remote kill switch that shuts down 
  everything but life support. 
   
   
  
   
  Page 
  114 
   
   
   
  REBEL 
   
  Rebel is the leader of the Exiles.  An old friend of 
  Razorfist’s from back when he was a Nomad 
  himself.  Rebel was a freelance outrider for the 
  Snake Nation with a violent streak and a bad 
  temper.  They met again just after Carnival, when 
  Rebel was riding escort for Nomads who were 
  bringing food and medicine into the Combat Zone 
  as part of the relief effort.   Razorfist and Rebel 
  struck a bargain.  If Rebel would join the gang, 
  and help smuggle some of the crew outside the 
  city, and occasionally smuggle weapons and 
  vehicles back in, Razorfist would make him leader 
  of the nomad chapter and provide him with all the 
  combat drugs, city tech, and money he could 
  want.   
   
  This worked out better than both men could have 
  hoped and they have been working together ever 
  since.  Rebel is one of the few Exiles with a valid 
  SIN, and is able to come and go from the city as 
  he pleases. 
  NICODEMUS 
   
  Rebels second in command, Nicodemus, wanted 
  for 7 counts of murder (including that of 2 police 
  officers), 14 counts of assault, 2 counts of arson 
  and a long list of other crimes.  The incident that 
  pushed it over the edge was his personal 
  retaliation for Carnival, an out of control rampage 
  against the police 6 months after the event.  
  During the rampage he was cut of, unable to make 
  it back to the Zone.  He was able however to make 
  it out of the city. 
   
  Entering the city, or really getting anywhere near 
  a metropolitan area, presents too great a risk for 
  not only Nicodemus due to the warrants out for 
  him, but the rest of the group as well.  Due to this 
  he is in charge when Rebel is in the city or 
  otherwise occupied.  He is vicious in a fight, and 
  has had pain editors, speedware, and grafted 
  muscle implanted.  His hatred of the police 
  continues, and it is rumored that while in 
  command he led the Exiles to attack and kill a  
  lone Hi-Way patrol officer who had stopped to 
  question them last year.  While unproven, these 
  rumors has only provided fuel for the fire that is 
  the Exiles reputation as Raffen Shiv 
   
   
   
  
   
  Page 
  115 
   
   
   
  DAWN 
   
   
  Dawn is Razorfists sister, he has protected her 
  and taken care of her since their mother died of 
  the Wasting Plague in Chicago.  He has taken 
  great pains to keep her out of the gangs activities 
  while using the gang to keep her safe.  She was 
  only 6 years old when their mother died, now in 
  2023, at the age of 17, she is pushing the 
  boundaries her brother has placed around her to 
  keep her safe.   
   
  Dawn is kind, adventurous, and for a girl who has 
  spent the last 5 years in the combat zone, and the 
  open road before that, she is remarkably naïve 
  and trusting.  She is also a bit spoiled by the 
  protection her brother has provided for her, 
  thinking she can roam anywhere in her brothers 
  territory and the neutral areas without fear.  She 
  has been frequenting Joe Devil’s Pawn Shop, and 
  is rumored to be sleeping with Eddie, one of the 
  men who runs it.  She can frequently be seen 
  roller blading alone between the Pawn shop and 
  Maelstrom territory, a fact that has not gone 
  unnoticed among Maelstroms rivals. 
   
   
   
    
   
  
   
  Page 
  116 
   
   
   
  THE ORPHANS 
   
   
  The Orphans are 
  a smaller gang 
  sitting along the 
  northern wall of 
  the Combat Zone 
  in an area that is 
  considered run 
  down even for 
  the Zone.  They 
  are surrounded 
  by Stomp to the 
  west and south, 
  and by Bushido 
  to the east.  At 
  the heart of their territory, amongst several 
  burned out or decrepit buildings next to the wall, 
  is a large warehouse that serves as the gangs 
  home base.  Snipers with scoped hunting rifles 
  constantly adorn 
  its roof tops, and 
  are in 
  communication 
  with the gang 
  members at the 
  edges of the 
  territory and the 
  ones patrolling 
  the alleys.   
   
  Most people in the 
  Zone believe that 
  the only reason 
  Stomp hasn’t moved 
  in and utterly 
  destroyed them, is 
  because it doesn’t 
  seem worth the 
  effort.  The Orphans 
  pose no real threat to the other gangs, nor do 
  they get any real respect from them.  However 
  they do defend their territory vigorously.  If other 
  gangs move through their territory showing 
  colors, they will wait until the group is deep 
  within the Orphans turf, and then unload with 
  everything they have from the windows, alleys, 
  and rooftops. 
  The Orphans mostly seem 
  made up of outcasts from 
  other gangs, or survivors from 
  gangs eliminated during the 
  City Center push of violent 
  gangs into the Marsten area.  
  Their membership is almost 
  exclusively Caucasian, this is 
  done as a means of solidarity 
  and survival, as Caucasians 
  are a definite minority in the Zone, but a racist 
  undertone has definitely taken effect, which has 
  kept them from making alliances with Bushido. 
   
  The Orphans are led by Dove, 
  who used to run a gang here in 
  the Zone called the Black Doves 
  until C-SWAT all but wiped them 
  out.  Dove went into hiding, 
  until he had managed to gather 
  enough of the gang rejects and 
  disenfranchised and angry youths to start again.  
  As the larger gangs began making their pushes, 
  Dove offered those who wouldn’t fall in line a safe 
  haven.                                                                                  
   
  The Orphans attempt a look that is a cross 
  between 50’s greaser and punk, with a skinhead 
  flare.  The average age of an Orphan is between 
  12 and 25.  They are typically armed with cheap 
  handguns, shotguns, and hunting rifles, but they 
  have managed to squirrel away a few assault 
  rifles taken from other gangs who have tried to 
  move through their territory.  However 
  ammunition is a valuable commodity to them, and 
  they are 
  more likely 
  to rely on 
  melee 
  weapons 
  and 
  Molotov 
  cocktails if 
  they can 
  get away 
  with it. 
  
   
  Page 
  117 
   
   
   
  There are about 
  65-80 members 
  of the Orphans, 
  and membership 
  is open to both 
  men and women.  
  There numbers 
  are starting to get 
  too big for Stomp 
  to ignore.  In addition, there territory would put 
  Stomp just one step closer to total domination of 
  the Zone, but with so many resources tied up in 
  their conflict with Slaughterhouse, Stomp has yet 
  to make a move beyond retaliatory attacks on 
  Stomp members who found themselves in 
  Orphans turf.  Bushido has 
  tried reaching out to the 
  Orphans, offering to bring 
  give them weapons, ammo 
  and supplies, possibly even 
  physical backup.   Not out 
  of concern or respect, but 
  because Bushido sees the 
  Orphans as a valuable 
  buffer between them and 
  Stomp.  Unfortunately this 
  fell through when one of 
  the Orphans made a racist 
  comment towards Shogun. 
   
  The Orphans are 
  truly alone in the 
  Zone, its possible 
  they have tried 
  reaching out to 
  some of the gangs 
  in the Gauntlet, but 
  few have answered 
  their call.  They 
  have also tried 
  reaching out to some of the gangs in the 
  Cauldron, but they are two far away to offer much 
  assistance.  However outside the Zone, they have 
  begun receiving backing in the form of guns and 
  cheap drugs from local White Supremacist groups. 
   
  In addition to their 
  greaserpunk/skinhead 
  outfits, Orphan territory is 
  clearly marked with their 
  tag, which is usually nothing 
  more than the words 
  Orphans spray painted on to 
  a wall.  These tags adorn 
  every exterior wall of every building in the 
  territory they claim.   
   
   
   
   
   
   
   
   
  ORPHANS TERRITORY 
   
  
   
  Page 
  118 
   
   
   
  THE SARACENS 
   
   
  The Saracens 
  are a 
  predominantly 
  black gang, one 
  of the last in the 
  Zone who 
  haven’t joined 
  up with 
  Slaughterhouse.  
  They control a small territory that sits between 
  the Walking Dead and the Furies to the North and 
  South, and Slaughterhouse and Shrapnel to the 
  west and east. 
   
  The Saracens originally held territory along the 
  southern edge of what is now the Combat Zone, 
  but have been pushed west by Stomp Street, and 
  hemmed in.  They were once Stomp Streets 
  biggest rivals, but conflicts with the Latin gang 
  has dwindled their numbers severely.   
   
  Just after 
  Carnival, Brick 
  extended his 
  hand, offering 
  the Saracens a 
  place within 
  Slaughterhouse, 
  but the leader of 
  the Saracens,  
  Mack-Money, 
  was insulted 
  when the 
  Slaughterhouse 
  gang leader 
  refused to offer 
  him a high 
  enough position 
  within his 
  organization.   
  Things between 
  the two gang 
  leaders quickly 
  deteriorated 
  and relations 
  between the 
  gangs was on 
  the verge of 
  escalated into 
  all out war.  
  However 
  Slaughterhouse 
  had its hands 
  full trying to 
  take over the Marsten Complex and their own 
  problems with Stomp and the other surrounding 
  gangs.  Now as the Saracen territory has been 
  pushed up against that of Slaughterhouse turf 
  tensions between the two gangs is again rising.  
  Saner heads have prevailed so far, as Rope on the 
  Slaughterhouse side has been trying to convince 
  Brick to again extend invitation of alliance to the 
  Saracens, but neither gang leader is one to let go 
  of past slights. 
   
  The Saracens were originally led by Kareem 
  Karim, a militant extremist with ties to the Black 
  Panther Party.  The group was involved in gun 
  running and extortion in Marsten before the walls 
  went up.  Karim was killed by his lieutenants who 
  wanted to 
  expand their 
  business into 
  drugs and 
  prostitution.  
  After Carnival 
  and their 
  clashes with 
  the other 
  gangs, the 
  Saracens have 
  lost most of 
  
   
  Page 
  119 
   
   
   
  their gun running and 
  narcotics contacts.  The 
  Saracens still charge 
  protection fees to the handful 
  of business in their territory, 
  but most of their income 
  comes from low level street 
  chems and designer drugs.   
   
  Mack-Money still tries to ride 
  the coat-tails of the gangs 
  past reputation as a political 
  activist group, and every so 
  often manages to use that 
  cred to arrange for protective 
  details to serve prominent African-American and 
  other black community leaders who wish to visit 
  the Zone. 
   
  The numbers of 
  the gang have 
  dwindled from a 
  once strong 
  200+ down to 
  around 50 
  members.  They 
  still maintain 
  tenuous ties to 
  some of the 
  prominent 
  African-
  American activist groups outside the city, but to 
  most they are nearly forgotten.  Kareem Karim 
  was at one time a powerful figure, but Mack-
  Money doesn’t have the charisma or moral code of 
  the former leader, and most groups have little 
  stomach or respect for him, though they 
  occasionally will use him and his crew as 
  scapegoats or for undesirable purpose. 
   
  Members of the Saracens are always 
  armed with at least a heavy handgun, no 
  member carries anything less than a .45 
  cal.  Their weapons reserves are mostly 
  old military surplus, especially their rifles 
  which mostly consist of old AK’s, M-16s, 
  shotguns, and hunting rifles.  They have a 
  surplus of ballistic vests, which nearly 
  every member wears under their clothing.  
  The gangs colors consist of black leather 
  jackets or vests, and their tag is a black scimitar. 
   
   
  SARACEN TERRITORY: 
   
   
   
   
  
   
  Page 
  120 
   
   
   
  SHRAPNEL 
   
   
  Made up entirely of 
  Full Conversions, 
  Shrapnel is perhaps 
  the most dangerous 
  gang in the Combat 
  Zone, or they would 
  be if they showed any 
  interest in expanding 
  their territory.  
  Instead, Shrapnel 
  acts more as a group 
  counseling home for 
  borgs in the Zone.  
  They remain neutral 
  so long as the other gangs keep their violence out 
  of their territory.  Shrapnel operates primarily out 
  of one large apartment building, the vast majority 
  of tenants here are non members who stay for the 
  security and safety. 
   
  The leader of the gang is named Lazarus, He 
  formed Shrapnel just before Carnival, when he 
  was hired by a group 
  called Rayder 
  investments to protect 
  their new building, 
  which they had foolishly 
  built inside Marsten just 
  before the walls went 
  up, in hopes of being on 
  the ground floor of a 
  gentrification project.  
  Lazarus and his crew of fellow full conversions 
  were able to protect the building, but they 
  discovered Rayder had left 
  explosives in the building, and were 
  planning on detonating them in 
  effort to claim insurance money 
  from their lost investment.  Lazarus 
  and his crew disarmed the bombs, 
  and after Carnival ended set to 
  work repairing and reinforcing the 
  building.  Renting its room out as 
  well as setting it up as a refuge, a 
  sanctuary for Full Conversions 
  across Night City, a place where 
  they could come without fear of 
  being judged, ostracized, or 
  persecuted by the police.  It was 
  something he had been planning in 
  the background a while, and the Rayder building 
  was the ideal solution.  A gathering of Full 
  Conversions any where else would be under 
  constant police scrutiny.  In short order, many 
  borgs already living in the Zone flocked to the 
  site.  
   
  For full conversions in the 
  Zone, the options were 
  usually geared in violence.  
  While many borgs chose to 
  join or lead gangs, the ones 
  who did quickly found 
  themselves the prime targets 
  of all the gangs rivals, who would go to extreme 
  lengths to take them out in order to balance the 
  scales.  Outside of being muscle for gangs, full 
  conversions were usually treated with mistrust, 
  
   
  Page 
  121 
   
   
   
  fear, and scorn.  This 
  wasn’t out of pure 
  bigotry, most of the 
  borgs in the Zone 
  were wanted 
  criminals, or on the 
  run because they 
  strayed to close to 
  the edge of 
  Cyberpsychosis.  
  Cyberpsychosis 
  induced berserker 
  rages are still very common in the Zone, 
  particularly among full conversions.  The 
  disconnect from humanity here, exaggerated by 
  being shunned out of fear, is simply to great, and 
  there are no real options for therapy. 
   
   
   
  Shrapnel first and foremost provides a sense of 
  community to the full conversion who join.  
  Lazarus is a former military combat medic, and 
  has a degree in psychology, specializing in 
  Cybertherapy.  This is not to say that Shrapnel is a 
  metallic hippy community.  Most of the members 
  have police or military backgrounds.  Many 
  members, despite counseling, are still on the edge 
  of Cyberpsychosis.   
   
  Originally, Shrapnel was 
  treated with fear and 
  mistrust almost universally 
  in the zone.  But as the 
  gang grew, they began to 
  take an interest in the 
  surrounding community.  
  As stated before, the 
  territory they claim is 
  officially neutral.  They 
  allow any gang to pass 
  through, on the caveat that they do not allow 
  violence.  If violence does break out, Shrapnel 
  responds to it quickly and violently, with 
  devastatingly final results.  Shrapnel has also has 
  taken it upon themselves to deal with any borgs 
  in the zone who do lapse into Cyberpsychosis 
  induced rages, provided the gangs in control of 
  those areas ask for their help.  The other gangs in 
  the Zone treat Shrapnel with respect and fear, but 
  they do recognize them as a valuable resource as 
  well.  The Digital Renegades have a direct line to 
  Lazarus, and will apprise him of any rogue Borgs 
  or Cyberpsychos who have gone over the edge.   
   
   
  Of all the gangs, 
  Shrapnel is closest to 
  the Walking Dead, a 
  gang sharing a border to 
  the Northwest.  The 
  walking Dead are a 
  mercenary gang, 
  primarily made up of ex-
  military, who offer some 
  amount of sympathy for 
  Shrapnel, a large portion 
  of them being heavily 
  augmented themselves.  
  They also are on fairly 
  good terms with Maelstrom, as Lazarus will 
  occasionally enlist Shamans help in providing 
  therapy, and Shrapnel has twice been called in to 
  help restrain members of the Psychos who have 
  escaped. 
   
  At Lazarus’s insistence, 
  Shrapnel rends to at least 
  attempt to handle any 
  violence that comes up 
  unarmed, and non-lethal.  
  However if things escalate 
  then they have the 
  armaments to respond to 
  just about any threat 
  overwhelmingly.   
   
  While Shrapnel was able to 
  remain unknown outside 
  the Zone for a while, their 
  presence has been noted 
  by the police, and a special 
  unit of C-Swat has been 
  established in Little Odessa 
  just to monitor Shrapnels 
  actions.  Word of this has 
  gotten back to Shrapnel, 
  rumor 
  has it by sympathetic full 
  conversions in the 
  department, and Shrapnel 
  takes great pains not to 
  attract too much attention. 
   
  
   
  Page 
  122 
   
   
   
  SHRAPNEL TERRITORY 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 
  123 
   
   
   
  SHRAPNEL STRUCTURE 
   
   
  Shrapnel territory consists of a 
  block and half along the north 
  western end of Stompanato Street.  
  Shrapnel’s apartment building 
  actually sits directly across from the 
  Stompanato Apartment complex 
  that houses the Stomp leadership.  
  The middle school that shares a 
  block with their building has been converted to a 
  black market, where anyone with anything to sell 
  can rent space.  The rooms themselves are taken 
  up by various long term rentals that have 
  contracts.  Rent is paid to Shrapnel, 
  who keep the area violence free, and 
  there is always at least one member of 
  the group on premises to deal with 
  any problems that occur.  The 
  gymnasium in the building has been 
  converted into a clinic that provides 
  cheap medical care, and at least one 
  of the long term rooms is used by a 
  local ripperdoc who provides his 
  services at a discount to Shrapnel.   
   
  The half block that makes up the rest 
  of Shrapnel Territory contains a high 
  rise apartment building, one of the 
  tallest buildings in the Zone.  It is 
  rumored that the families of several 
  Shrapnel members reside here, 
  including the ex-wife and children of 
  Lazarus.  The building is in 
  surprisingly good shape for its age, and 
  maintained regularly.  It is one of the nicest, 
  safest, and most expensive places to live in the 
  combat zone, with Shrapnel charging an average 
  rent of 300 a month for a single bedroom 
  apartment.  Beside the apartment sits an old 
  community center.   
   
  Shrapnel itself is very loosely 
  organized.  Lazarus is the Chief, and 
  he has a select group of men and 
  women who serve as his Council.  
  The rest of Shrapnel remain in the 
  group at their own discretion, some 
  have been there for years, other are 
  just passing through while they come 
  to terms with their cybernetic bodies.  Shrapnel 
  assumes that a single member can handle most 
  threats in their territories, or at the very least 
  hold off the threat long enough to for backup to 
  arrive.   
  Shrapnel has a store of 
  weapons, all military grade 
  and well maintained. From 
  large caliber handguns to 
  squad support and anti-tank 
  weapons, the Shrapnel arms 
  supply can be quickly 
  distributed if need arises.  
  However these weapons are 
  almost always kept under lock 
  and key, and 90% of the time 
  even members on patrol are urged to remain 
  unarmed save for any implanted weapons they 
  may have.  
   
  The gangs tag is a metal mask.  Not in 
  spray paint, but actually sculptures 
  made of scrap metal, usually nailed 
  into brick or welded to metal 
  streetlight poles, signs, or whatever 
  else.  The faces are created by each 
  member of Shrapnel, and they vary widely, but 
  they are part of a ritual signifying the mark each 
  member leaves on the group and the community 
  as a whole.  These masks have become 
  somewhat sought after art pieces, and a 
  stolen mask will fetch a moderate 
  amount outside the Zone.  Inside the 
  Zone, stealing one of these masks is 
  seen as a test of courage among the other gangs.   
  Shrapnel sees the masks as something sacred, 
  and anyone they catch trying to steal one will 
  learn the error of his ways in a most painful 
  manner.  To date only 12 masks have ever been 
  stolen.  Some enterprising and talented members 
  of Shrapnel have been known to sell their own 
  masks along with other sculptures. 
   
  There are only about 20-35 active 
  members of Shrapnel at any given 
  time.  Since the main goal of Shrapnel 
  is to provide stability and support to 
  Full Conversions while 
  helping them adjust 
  and become members 
  of the community, 
  they have a revolving 
  door policy.  While most 
  members move on to re-integrate 
  with society, some go for the 
  money and violent release of 
  mercenary or corporate combat 
  service. 
  
   
  Page 
  124 
   
   
   
  TYPICAL SHRAPNEL 
   
   
  Obviously the most comman 
  shared quality of a Shrapnel is 
  that they are all either full 
  conversion cyborgs, or at the 
  very least extremely heavily 
  augmented.  However they come 
  from a wide variety of 
  background and professions.  
  While its true that most of Shrapnel’s members 
  were at some point employed in a high risk 
  profession, such as construction, police, or 
  military work, and that is where they received 
  their bodies, there have also been corporate 
  executives, mechanics, even a schoolteacher.   
   
  Strong feelings of alienation 
  and a desire to come to grips 
  with their new body are 
  another unifying cause of the 
  group.  While most wish to 
  re-integrate into society and 
  return to a semblance of 
  normalcy, some members 
  merely wish to get a handle 
  on their strained mental health before returning 
  to whatever field brought them here.  Still others 
  join Shrapnel because they are trapped in the 
  zone, wanted and hunted outside, and Shrapnel 
  offers sanctuary. 
   
  While some join Shrapnel for the 
  long haul, most members are 
  temporary, staying for about a year 
  to 6 months.  The apartment 
  building they claim has a total of 
  100 rooms, The most that have ever 
  been filled by members at once was 
  half that, with a usual population of 
  about 20 to 25.. 
   
  Being made up entirely of full 
  conversion cyborgs, most of 
  the time Shrapnel has little use 
  for firearms, and typically do 
  not carry them.  However 
  every member is trained in at 
  least basic firearm safety and 
  use. 
   
  It may seem odd, but a large 
  portion of Shrapnel activity is 
  dedicated to the surrounding community at large.  
  Not just in terms of security, although Shrapnel 
  territory is considered one of the safest in the 
  Zone, perhaps even surpassing Bushido, but also 
  in public works.  Members of 
  Shrapnel are often seen helping 
  community members repair 
  their homes and businesses, 
  giving aid to the homeless and 
  sick, and even acting as 
  emergency service responders.  
  If there is a fire that breaks 
  out, or traffic accident, 
  Shrapnel is often on the scene 
  doing what they can.  They also work with clean 
  up crews after gang altercations, though with the 
  exception of keeping violence off the streets in 
  their own small territory they opt to stay 
  completely out of the affairs of other gangs.   
   
  Maintaining a sense of neutrality is 
  important to Shrapnel, and while they 
  accept any Full conversion to ask for 
  their help, they require that anyone 
  who joins Shrapnel cut all gang 
  affiliations while a member. 
   
  The police not being fools, 
  do not entire the Zone with 
  anything less than a full 
  Swat Unit, and even then 
  it’s a rare occurrence.  
  Whenever a cyberpsycho 
  goes on a rampage in the 
  Zone, which occurs more 
  often there than any other 
  area of the city due to 
  ripperdocs and the criminal element, the police do 
  not respond.  In these instances, Shrapnel is one 
  of the few groups in the zone capable of handling 
  the threat.  This is the main reason every member 
  undergoes weapons training. 
   
  Neither the group themselves nor the community 
  view Shrapnel as a guardian gang, despite the 
  good they do for the community.  They care little 
  for petty crimes or drugs, and they let gangs 
  move without challenge through their territory.  
  Instead Shrapnel only concerns itself with 
  violence as if it erupts in their area they will 
  garner the attention of City Center, who are 
  already nervous at their mere 
  existence.  The public works and 
  services they provide are merely 
  to maintain peace and provide 
  stability, as opposed to having 
  every gun in the Combat Zone, 
  gang related and civilian alike, 
  turned in their direction. 
  
   
  Page 
  125 
   
   
   
  NOTABLE SHRAPNEL 
   
  JAMES “LAZARUS” MANSON: CHIEF 
   
  Lazarus is the founder and leader of Shrapnel.  
  Lazarus is a former marine Combat Medic, and 
  received his body due to injuries in the line of 
  duty.  Before he received his body, he viewed 
  those suffering from Cyberpsychosis with 
  contempt, seeing them as weak willed and 
  predisposed to violence.  It wasn’t until he had to 
  undergo full conversion himself that he began to 
  fully understand the issue.   After the Second 
  South Am Conflict, he opted to spend his life 
  savings to pay off the contract with the military 
  for his body, then went back to school to study 
  Psychology, with an emphasis on Cyberpsychosis. 
   
  After attaining the necessary degrees, Lazarus 
  devoted his life to providing therapy and 
  counseling to those afflicted with the disorder.  
  Originally he had an office in Saints Row, and was 
  making a decent living, but when he became 
  aware of how wide spread the problem was, 
  especially in the newly formed Combat Zone, he 
  liquidated everything and set up shop in an old 
  apartment building as a sanctuary for full 
  conversions, who were being stigmatized, 
  ostracized, and shunned. 
   
  As the operation grew, it became necessary to 
  basically form a gang presence, to keep the 
  operation running,  Shrapnel staked out territory, 
  and began patrolling, keeping the violence off the 
  streets, affording Lazarus the opportunity to 
  continue his work.  
   
  While Lazarus does not care for violence, and 
  finds guns distasteful, he is a very experienced 
  combatant, and his military training is evident in 
  the way he runs Shrapnel.  He is also highly 
  skilled at combat medicine and a very sympathetic 
  therapist.  He has no direct family, but is quite 
  fond of the people in the community, among 
  which he has made a fairly positive impression, 
  one he works hard to maintain. 
  LESLEY “SMILER” GIRARD: WAR COUNCIL 
  Smiler is former 
  SAS, a veteran of 
  several hostile 
  engagements.  
  Like most ex-
  military full 
  conversions he 
  received his body 
  after injury in 
  combat.  
  Unfortunately he 
  received his body 
  in the early days, 
  before 
  Cyberpsychosis 
  was as 
  understood and 
  received little in 
  the way of 
  mental health 
  therapy.  Still it 
  should have been 
  obvious he was 
  on the edge.  
  However the 
  problems he was 
  having largely 
  went ignored and 
  he was shipped back to active duty.  His first 
  mission was to secure a village in the DRC for 
  possible use as a forward outpost.  Sometime 
  after arriving in the village, Smiler blacked out.  
  When he came too, he found himself among the 
  smoking ruins of the village.  Everyone around 
  him was dead, all the villagers and his entire 
  squad, and he was covered in blood.   
   
  Overcome by the horror of it all, Smiler fled into 
  the jungle.  Now on the run from his own 
  government, he somehow made his way to 
  America, smuggling himself in through Lost 
  Angeles before making his way to the Night City 
  Combat Zone.  He hoped that with the higher 
  concentration of full conversions in the city that 
  he would be able to hide, to disappear.  It was 
  here that Lazarus found him.  Smiler was the first 
  to join Lazarus’s cause in the Zone, and he is 
  fiercely loyal.  
   
  While Smiler has made great strides in therapy, 
  he is still haunted by the atrocity he believes he 
  committed.  (Unbeknownst to Smiler, he had no 
  choice in perpetrating the slaughter, his body has 
  been equipped with a neural spike, when 
  activated causes him to fly into a violent rage.  
  During the slaughter the remote unit as well as 
  the homing beacon implanted within his body was 
  damaged.  The group behind this is still actively 
  looking for him.) 
   
  For all the strides he has made, Smiler is still born 
  and bred SAS, and he serves as the tactical arm 
  for Lazarus and Shrapnel, training the members 
  and leading them in any combat situation. 
  
   
  Page 
  126 
   
   
   
  ANDREA “WILDCAT” ALBA: PEACETIME COUNCIL 
   
  Andrea suffered a severe spinal injury as a child, 
  leaving her a quadriplegic.  Because of her age at 
  the time, she was ineligible for cybernetics.  She 
  spent her childhood confined to a bed, unable to 
  do anything but speak.  She would watch her 
  brothers and sisters through the window.  This led 
  to severe depression and a bitter resentment 
  towards the world.  
   
  At the age of 16 she was finally eligible for 
  Cerulean Full Conversion Replacement for her 
  body, though like many she chose to keep her 
  human head.  The new found freedom, the ability 
  to walk, run, and dance, was overwhelming to 
  her, and she went wild.  She neglected her 
  therapy sessions; she partied long into the night 
  taking ridiculous risks.  She very quickly became 
  too much for her family to handle, and when they 
  threatened to have the doctor impose limiters on 
  her body, she went over the edge.   While no one 
  was injured in her rage, she destroyed the family 
  home, and when C-SWAT responded, she suffered 
  and injury to the face that required the 
  replacement of her lower jaw.  She was one of 
  Lazarus’s first patients when he still operated out 
  of Saints Row.  She is also arguably his greatest 
  success.  Through intensive counseling they have 
  managed to bring her back from the edge, and 
  now she is a stable minded though retains 
  something of a wild and capricious personality. 
   
  She followed Lazarus into the Zone, helping him 
  set up Shrapnel, and remains intensely loyal to 
  him, secretly in love with him though she would 
  never admit it.  She now acts as the voice of 
  compassion within the Shrapnel, and alongside 
  Smiler is Lazarus most trusted advisor. 
  WILLY “SCRAPPY BILL” DUGGAN 
   
  Bill is a construction worker with an extremely 
  heavily modified Dynalar Basic-B body.  The body 
  has been maximized for strength in as small a 
  package as possible.   
   
  He has gravitated to Shrapnel for the sense of 
  community and belonging.  Outside of Shrapnel 
  activities he has a high paying job with a 
  legitimate firm company and donates half his 
  income to keeping Shrapnel afloat. 
   
  Outwardly. Bill is also one of the most stable 
  minded members of Shrapnel.  He received proper 
  therapy immediately after his conversion, and 
  despite his inhuman and almost cartoonishly 
  robotic appearance, he maintains his mental 
  health with weekly meetings with Lazarus.  
  However, Lazarus has begun to suspect that Bills 
  mental stability may be more fragile than he 
  believes.  His ongoing customization and his 
  decidedly inhuman appearance have got to be 
  taking a toll, regardless of whether he shows 
  outward symptoms or not.  As such Lazarus keeps 
  a wary eye on Bill, but is careful not to let on 
  about his suspicions. 
   
  Bill is outgoing, friendly, and boisterous.   He is 
  also quick to volunteer his services in the 
  community on weekends for local citizens and 
  shop owners in the process of repairing or 
  renovating their homes and shops.  A veteran 
  construction worker for almost 56 years, Bill can 
  be considered a master craftsman for virtually 
  every aspect of the field.   
   
   
   
  
   
  Page 
  127 
   
   
   
  CRAIG “ANUBIS” LEANDERS 
   
  Anubis was probably a bit off even before he 
  underwent full conversion.  He was a lawyer and 
  an animal rights activist on his way to a protest 
  when he was involved in a accident that mangled 
  his body beyond repair.  While adjusting to his 
  new body, his behavior became erratic.  He began 
  taking in every stray he could find, and while his 
  partners begged him to at least get a real skin 
  covered human face, he instead opted to have a 
  dog head faceplate.  He very quickly found himself 
  out of work, and he was shortly kicked out of his 
  home, the damage the animals had done left him 
  severely in debt. 
   
  Homeless and unemployed, Anubis wandered into 
  the Combat Zone.  He was able to find an 
  abandoned house in Stomp territory, and 
  immediately resumed taking in every stray animal 
  he could find.  He avoided people as best he could, 
  leaving his house only at night, sticking to the 
  shadows, only speaking to others when buying 
  food and supplies.  As his isolation grew, so did 
  his erratic behavior.  He started stealing pets and 
  guard dogs.  Stomp was planning to eliminate him 
  when word of this finally reached Lazarus.   
   
  Lazarus found him, and spoke to Stomp on his 
  behalf.  The stolen animals were returned and 
  Lazarus began an intensive counseling process.  
  Two years later Anubis has made great 
  improvement.  He seems to have regained a 
  measure of his humanity, though he has a long 
  way to go still.  His has put legal skill to use in 
  Shrapnel and the community.   
   
  Anubis is very protective both of Shrapnel, which 
  he calls his pack, and of any animals he finds.  He 
  reacts aggressively to any sign of animal abuse. 
   
  OSCAR “HAWK” DEARBORN 
   
  Once a highly decorated officer of C-SWAT, Oscar 
  Dearborn quit the force after the Carnival fiasco.  
  Seeing the injustice perpetrated in the name of 
  the government he served, he turned in his badge 
  and went to work in the Zone as part of the relief 
  effort.  When things normalized, he simply stayed, 
  getting a job at Combat Cab.    
   
  He initially started hanging out with Shrapnel out 
  of curiosity, and found he liked the sense of 
  community and brotherhood.  He was also 
  impressed in their practices of civic duty.  That 
  was a year ago, he has been a member ever since. 
   
  Hawk was his call sign from his days in C-SWAT, 
  he tried to ditch it as it sounded to melodramatic 
  for him, but once the members of Shrapnel found 
  out about it the name once again stuck.   
   
  Hawk is equipped with an old Robocop partial 
  body conversion.  His head is still 100%huma, 
  other than a neural processor implant, and his 
  digestive system, kidneys, liver, spine, 
  reproductive organs and spleen are all still 
  original meat.  His body is obsolete in comparison 
  to Full Conversions, but is the result of a 
  piecemeal process of replacing damaged limbs 
  and organs one part at a time.  He has had his 
  cyber upgraded several times, including new 
  outer shells. 
   
  While Hawk definitely has the body and the 
  training to handle any problem, he is far more 
  comfortable promoting harmony within the 
  community, and often sides with Alba on the 
  council. 
  
   
  Page 
  128 
   
   
   
  SEIKO MIYAZAWA 
   
  Seiko Miyazawa is a mercenary, and actually a 
  member of the Walking Dead.  However due to his 
  extensive cybernetic enhancements and 
  upgrades, when not actually on assignment he 
  spends most of his time with Shrapnel, both 
  participating in their activities, as well as 
  receiving Lazarus’s counseling and therapy to try 
  and distance himself from the razor edge of 
  cyberpsychosis he has been riding since his body 
  was originally replaced. 
   
  Seiko was a top Arasaka operative for years, it 
  was while working for them that he received his 
  prosthetic body.  After his contract expired he 
  went freelance for a while before hooking up with 
  The Walking Dead during an operation in 
  Rhodesia.  He had undergone extensive therapy 
  while working for Arasaka, but he continued to 
  upgrade and his behavior was becoming erratic, 
  prone to violent resolution.  Finally the team 
  intervened, and during the downtime he was 
  introduced to Lazarus.   
   
  While on duty, Seiko is the consummate 
  professional, but off duty he rarely spends much 
  time with his company in the Walking Dead, 
  instead spending more and more time with 
  Shrapnel.  As a result he has been made part of 
  the group, and he is often of great help, especially 
  when dealing with other Borgs with extensive 
  combat experience. 
   
  Seiko and Smiler have something of a rivalry 
  going, which to a casual observer may seem to be 
  animosity, but the truth is, the two men could not 
  be closer friends.   
   
  Seiko has made great progress in restoring his 
  humanity, and most of the time he is a bit 
  withdrawn but friendly, polite, and amiable. 
  FRED “BOOMER” TACONI 
   
  Boomer was a family man, hardworking and loyal.  
  He was working late one night when a 
  construction crane next door suffered a 
  malfunction and its arm swung wildly.  The load of 
  girders it was raising crashed through the 
  window, destroying mo0st of Boomers Body.  He 
  underwent emergency full body replacement.  He 
  chose the BU-22 model body from Arasaka, 
  thinking its higher strength and durability would 
  allow him to work harder and make more money 
  to bring home to his wife and two children. 
   
  Things did not turn out well, he wife was appalled 
  by his new body, and his children were frightened 
  of it.  He tried getting a new face plate, but the 
  damage had been done.  Soon after he was 
  released from the hospital, his wife left him, 
  moving his children out of state with her. 
   
  Dejected, depressed and suicidal, he wandered 
  the streets until he found himself in the Combat 
  Zone.  He began taunting the gangs he could find, 
  daring someone to try and take him out… luckily 
  Lazarus found him first.   
   
  With the help of Shrapnel, Boomer has been able 
  to re-evaluate his life, and start clean, coming to 
  think of Shrapnel itself as his new family, one he 
  is devoted to and will do anything to protect.  He 
  has become one of 
  Shrapnels most 
  trusted and loyal 
  members.  He is 
  also one of the 
  most well adjusted 
  individuals in the 
  group with a 
  genuinely positive 
  outlook. 
  
   
  Page 
  129 
   
   
   
  SLAUGHTERHOUSE 
   
   
  Slaughterhouse started simple 
  enough, dealing drugs and 
  hookers to the construction 
  crews of during the erection of 
  Night City.  In fact they are one 
  of the oldest, if not the first, 
  street gang to form in the city.  
  They are certainly the longest 
  lasting.  Their history is a 
  rollercoaster of rises and falls to 
  power. 
   
  Originally the gang was located 
  in the NorthSide district.  They 
  were able to leverage power and 
  protection from dealings with 
  the local Costa Nostra families.  
  As their operations grew, they 
  became more bold, even setting 
  up shop right next to a major Police Station.  But 
  still their focus remained simple.  They dealt in 
  drugs, everything from heroin to crack, and they 
  operated numerous brothels and even a few porn 
  studios.    While their leader, Solomon Christ 
  maintained an air of legitimacy, the lower ranks of 
  the gang defended their turf through fear and 
  intimidation.  The biggest, hardest, most fierce 
  men Solomon could find were put out on the 
  street, enforcing territory and settling grudges.  
  Solomon had a thing for knives, and every 
  member of the gang was 
  required to carry one.  The 
  bigger and nastier looking the 
  better.  This theme became so 
  prevalent that it became the 
  gangs tag, a bloody knife in 
  red. 
   
  In 2019, There was a major upheaval in the gangs 
  leadership.  Embroiled 
  in a power struggle over 
  territory with the Mafia 
  who had, until then, 
  been supporting the 
  Slaughterhouse, their 
  protection from police 
  began to crumble.  As 
  violent confrontations 
  began erupting between mob 
  enforcers and the gang, 
  things were reaching a 
  boiling point.  Then the Police 
  raided Solomon Christs 
  apartment, nabbing him with 
  6 kilo’s of synthcoke.  From 
  there the police moved in 
  force on his lieutenants, 
  capturing several and killing 
  several more.  Rumors still 
  fly that this was possible due 
  to a betrayal within Christs 
  core leadership.  What is 
  known is that only 3 of the 
  lieutenants escaped 
  unscathed.  
   
  One of those who escaped was Brick, Solomon’s 
  protégé and second in command.  
  He was in the hospital at the 
  time, recovering from an 
  explosion in his apartment.  
  Within a week of his release, the 
  remaining lieutenants, who Brick 
  proclaimed had betrayed Christ 
  and planted the drugs, 
  disappeared.   
   
  It was not enough to save Christ, 
  who was sentenced to 30 years 
  in prison.   
   
  With Christ in 
  prison, Brick 
  stepped into 
  the leadership 
  role.  Under 
  his command, the gang took on 
  a more sinister and violent 
  nature.  The drugs flooded the 
  streets.  The crimes escalated 
  into home invasion, murderous 
  car jacking and muggings, 
  assaults.  They would kidnap 
  girls as young as 15 and put 
  them to work in the brothels. 
  
   
  Page 
  130 
   
   
   
  When the police began the Purge, Slaughterhouse 
  was their prime target.  Systematic raids and high 
  profile seizures (it is rumored that the Mafia 
  worked directly with the police in feeding them 
  information) pushed them out of the North Side 
  altogether, with the law chasing them all the way 
  to the Marsten Projects.  It was here that 
  Slaughterhouse dug in.  After numerous attempts 
  to get them out of the buildings, including the 
  disastrous raid that cost 21 SWAT members their 
  lives, the police gave up trying to extricate them.  
  It seemed a victory to Slaughterhouse, until the 
  area, which had already been designated the 
  worst ghetto in the city, was officially declared a 
  Combat Zone.  The gang was still celebrating as 
  the walls went up.   
   
   
  When Carnival hit the Combat Zone, 
  Slaughterhouse was surprisingly well prepared.  
  The confusing maze and fortified positions the 
  Marsten Complex offered them meant any 
  attempts to move in for bounties was near 
  suicidal, and minor criminals in the area swarmed 
  to join the Slaughterhouse for protection.  If 
  anything, where Carnival decimated many of the 
  other gangs, Slaughterhouse ranks swelled. 
   
  Now they have complete 
  control of the Marsten Projects.  
  They are involved in a turf war 
  with Stomp Street as they try 
  to expand their control of the 
  Zone, but Stomp has allied 
  itself with both the 2-3 Set and 
  the Russian mob, and has kept 
  the Slaughterhouse at bay.   
   
  Slaughterhouse now 
  completely rules the western 
  side of the Combat Zone.  They 
  control the drugs, the girls and 
  the guns.  Slaughterhouse gets 
  their guns from the Triads, and 
  gets their drugs from the 
  Voodoo Boyz, with whom they have form an 
  alliance (The Voodoo Boyz need the help with 
  their ongoing feud over drug control with 2-3 
  Set).  Outside the Zone Slaughterhouse still has 
  influence, but is most prostitution and illegal 
  pornography.   
   
  Slaughterhouse is partial to black with different 
  sets and crews within the 
  gang sporting different 
  colors.  The Slaughterhouse 
  is the largest and most 
  fortified street gang in the 
  Combat Zone, and possibly 
  the most feared gang in 
  Night City period.  
   
   
  
   
  Page 
  131 
   
   
   
  SLAUGHTERHOUSE TERRITORY 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 
  132 
   
   
   
  SLAUGHTERHOUSE STRUCTURE 
   
   
  Slaughterhouse keeps a tight grip on the entirety 
  of the Marsten Complex, and they claim 
  everything west of Marsten Street as theirs.  
  However, 2-3 set has been making a push into the 
  South West corner of the Combat Zone, in alliance 
  with Stomp Street pushing across their eastern 
  border on the other side of Marsten.  With 
  Slaughterhouse and their rivals attention focused 
  squarely on the ongoing war for territory, several 
  small gangs have popped up along the western 
  and southern fringes.  They claim territories as 
  small as their blocks, but they are quick to take 
  advantage of the confusion and chaos.  These 
  gangs include the Asian gang the Yellow Moon 
  Society and the Hard 8’s along the western wall, 
  and the Dead Zoners just south of the Marsten 
  complex along the wall. 
   
   
   
  Each of the apartment buildings in the Marsten 
  complex is a veritable fortress, and 
  Slaughterhouse leadership has locked down a 
  large central building overlooking the fountain to 
  serve as their headquarters. 
  Each building in the Marsten 
  complex contains a Head, most 
  of the Heads are just there to 
  keep an eye on things in the 
  building, keep shit from getting 
  to out of control.  But the 
  Heads along the strategic outer edged buildings 
  and in the buildings at the very center are all high 
  ranking Slaughterhouse, tasked with keeping the 
  perimeter safe and keeping the day to day 
  operations running smoothly.  While there are 
  hundreds of people in each building, only about  
  10 percent of the 
  people who live in 
  most buildings, in 
  some cases even 
  fewer, are actual 
  Slaughterhouse 
  members.  The rest 
  are civilians, though 
  part of the privilege of living in the buildings 
  means that any able bodied man or woman is 
  expected to defend their building alongside the 
  gang if its necessary 
   
  Slaughterhouse counts at least 
  350 hardcore members in the 
  Marsten Projects alone, with 
  another estimated 50 to 100 
  members outside the Zone.  The 
  Slaughterhouse that live outside 
  the zone are mostly lower level 
  new recruits who have thus far 
  avoided serious run-ins with the 
  police.  Slaughterhouse uses them to watch their 
  operations in the city, keep tabs on rival gangs, 
  run errands and make deliveries, and occasionally 
  to perpetrate violence on the gangs behalf in 
  areas the gang usually cannot reach.   
  
   
  Page 
  133 
   
   
   
  THE KREW 
   
  The Krew are the elite 
  muscle of 
  Slaughterhouse, hand 
  picked by Malik.  Many 
  have formal military 
  training but all are street 
  war veterans who have 
  survived battles with 
  rival crews and have at 
  least 2 kills to their 
  name.  While Malik leads 
  them, their day to day 
  operations are conducted 
  by his right hand man 
  Mix.   
   
  The Krew train 
  rigorously, taking 
  over an entire 
  building in the 
  Marsten complex to 
  serve as both training 
  grounds and quarters.  
  They are given first 
  pick of weapons and 
  equipment in the 
  gang, and being a member is considered high 
  honor in Slaughterhouse. 
   
  The Krew serve as the 
  advance guard and special 
  forces of Slaughterhouse, 
  and tend to do most of the 
  fighting, though as tensions 
  with Stomp Street and 2-3 
  escalate, practically no one 
  in the gang is safe from 
  violence.   
   
  Brick does not use the 
  Krew lightly, as 
  assigning them a 
  target or task means 
  high visibility, high 
  conflict, and certainly 
  high collateral 
  damage.  But when 
  they are given orders, 
  they follow them out with cold blooded efficiency.  
  During the entirety of Carnival only 3 members of 
  the Krew were lost, and they racked up an 
  astounding total of over 75 kills defending the 
  complex. 
   
   
   
   
   
   
   
  
   
  Page 
  134 
   
   
   
  TYPICAL SLAUGHTERHOUSE 
   
   
  Slaughterhouse is predominantly African 
  American, and while they have a few white or 
  Hispanic members, none of them ever rise to 
  prominence in the gang.  The original street level 
  Slaughterhouse were easily identified by their 
  black and red leathers, but as the gang grew and 
  took over smaller gangs, any sense of unity in 
  fashion was quickly lost and forgotten. While they 
  are still typically seen wearing either Black 
  leather or military surplus, sections of the gang 
  are in itself divided by separate colors.  To 
  outsiders this can be quite confusing, as to the 
  untrained eye the only distinguishing feature of a 
  slaughterhouse gang member is the tag, usually 
  tattooed or worn as pin decorating the clothes of 
  a member.  The tag varies but it always focuses 
  on a blood red knife. 
   
  The majority of the 
  gang these days are 
  young adults who have 
  only known the Ghetto, 
  and specifically the 
  Combat Zone for their 
  adult lives.  They are 
  career gangsters, 
  coming from a culture 
  where poverty is a step 
  up and the only way to 
  get ahead through 
  violence and crime.  
  Unlike in Solomon 
  Christ’s day when the 
  gang was moving 
  towards becoming 
  more oriented towards 
  organized criminal 
  endeavors, the current 
  gang under Brick stays 
  true to its street roots, 
  reveling and 
  celebrating in them.  
  The only other 
  identifying 
  characteristic of 
  Slaughterhouse since Brick 
  took over is more focus on 
  physical fitness and 
  muscle mass… typically 
  the bigger more physically 
  imposing a member is, the 
  more respect he will 
  receive and the higher in 
  the gang he will rise. 
   
  The gang looks down on 
  any kind of softness, and 
  violence is almost always 
  the first response.  
  Fortunately for the rest of 
  the city Slaughterhouse was for the most part 
  confined to the Combat Zone but they still exert 
  measurable influence outside the zone, and 
  recruit from the areas surrounding beyond the 
  walls.  These members who live outside the walls 
  act as scouts, envoys, 
  and low level 
  representation.  If 
  they become wanted 
  or targeted by other 
  gangs, they can move 
  into the zone and join 
  the gang proper 
  where they will be 
  given protection.  
  However having their 
  runners outside the 
  zone is of utmost 
  importance, and 
  Slaughterhouse has 
  taken created several 
  underground passages to move goods and men 
  back and forth under the walls undetected. 
   
  While women are among the 
  gangs ranks, very few are in 
  positions of power or 
  leadership. 
   
  The gang typically prefers 
  armored suv’s and luxury 
  cars, though among the 
  majority of the gang 
  members they will drive 
  whatever they can aquire.   
   
   
   
  
   
  Page 
  135 
   
   
   
  NOTABLE SLAUGHTERHOUSE 
   
  GANG LEADER: SOLOMON CHRIST 
   
  Solomon Christ is the original leader of the 
  Slaughterhouse.  Back in the day, Before Richard 
  Night began his project, Solomon was old school 
  Blood, slinging dope and running game in Los 
  Angeles.  When the quake hit, it devastated his 
  set, so he fled to Coronado City.  While the city 
  was under construction he ran drugs and 
  prostitutes out of an old cattleyard in the North 
  side of the city.  It was close enough to the 
  construction at to provide easy access, but far 
  enough away and deserted enough to keep out 
  unwanted attention.  It was here Slaughterhouse 
  got its name, and Christ quickly brought up the 
  surviving members of his old crew.   
   
  As time passed, construction of the new city 
  caught up with the crew, and there base of 
  operations was seized and torn down.  Rather 
  than put up a fight, Christ simply moved his base 
  of operations to an apartment complex in North 
  Side, situated right across the street from a police 
  station.  However it wasn’t a smooth operation.  
  The Italian crime families were firmly in place 
  with the unions and supply companies, and didn’t 
  look kindly on the street gang muscling in on its 
  action.  After a few minor incidents, a meeting 
  was held and a truce was put in place.  No one is 
  quite sure what went on during the meeting, but a 
  week later, Richard Night was dead and the 
  Slaughterhouse was operating with the support of 
  the Mafia. 
  As slaughterhouse grew, Solomon stayed above it 
  all.  He went to great pains to keep a legitimate 
  appearance, making contributions to the 
  community events, donating to charity, and 
  purchasing several small businesses, mostly bars 
  and restaurants, but also a small recording studio. 
   
  It was during this time that Solomon’s attention 
  fell on Brick.  Brick was young, fearless, and 
  utterly ruthless in getting the job done.  Solomon 
  took the younger gang member under his wing, 
  making him his protégé and second in command 
  and chief enforcer.  With Solomon’s smooth 
  business savvy and Bricks ferocity, 
  Slaughterhouse began expanding their territories 
  and swiftly putting down any resistance met on 
  the streets. 
   
  As Slaughterhouses influence grew, they began to 
  once again make waves in the bigger pond.  
  Solomon was pushing his boundaries hard with 
  the mob, and eventually, they started pushing 
  back.  The final straw came when during a 
  confrontation at one of his bars, Solomon and 
  Brick killed a made member of the Petrillo family.   
   
  Christ was too well protected for direct 
  retaliation, but the mafia began feeding 
  information to the police leading to several busts 
  and high profile arrests.  Christ turned to the 
  Russian Mob, who was just beginning to get a 
  foothold in the city.  As things threatened to 
  escalate further, the police raided Solomon’s 
  penthouse, catching him by surprise and finding 6 
  Kilo’s of uncut Synthcoke in his penthouse suite.  
  The arrest led to a 30 year conviction of Christ. 
   
  In prison, Christ continued relaying orders to 
  Brick, the only surviving member of his inner 
  circle.  He was constantly in danger, as he had 
  been placed on a hit list by the Italians.  Plenty of 
  his own boys were in prison alongside him, all 
  loyal but his real break came when he saved the 
  life of a Russian gangster from a hit by a latin 
  prison gang.  This ingratiated him further to 
  Russian mob leader Dimitri Pestroy, who placed 
  Christ under his protection. 
   
  During this time Christ began to become 
  suspicious of Brick, his orders weren’t being 
  carried out and the visitations slowed then 
  ceased.   
   
  Recently, the arresting officers who busted Christ 
  were all found guilty of long standing corruption 
  in service to the Italian Mafia.  Solomons lawyer 
  has used this to overturn the conviction, and 
  Christ in will be released from prison.  He is well 
  connected to the Black Kings and already making 
  plans to retake the gang he formed, by any means 
  necessary. Solomon is an intelligent and stylish 
  man, he has spent a great deal of time and money 
  on educational braindance, and prefers to present 
  an air of legitimacy and finesse.  But don’t let his 
  flair fool you, he is no stranger to violence, and he 
  is not to be underestimated. 
   
  
   
  Page 
  136 
   
   
   
  GANG LEADER: KYLE “BRICK” NOLAN 
   
  Brick grew up on the mean streets of East LA, his 
  mother was a junkie who didn’t even know who 
  his father was, or who the fathers were to his 6 
  brothers and sisters.  There was never any real 
  hope for Brick to become a decent person, and he 
  fell into gang life at the early age of 9, first 
  working as a delivery boy, then slinging drugs 
  himself by age 10.  He committed his first murder 
  at the age of 12.  By the age of 16 he had been in 
  and out of Juvie several times, and had managed 
  to become a known personality within the gang 
  culture of the area.  After committing a high 
  profile assault on a police officer on his 21’st 
  birthday, Brick was forced to flee Los Angeles and 
  headed to Coronado.   
   
  It was here he fell in with Slaughterhouse.  His 
  ferocity and penchant for violence, as well as his 
  intimidating size, ensured him a prominence in 
  the gang.  He rose quickly through their ranks, 
  eventually catching the eye of the leader, 
  Solomon Christ.  
   
  Christ took Brick under his wing, and within a few 
  short years he had become Christs right hand and 
  most trusted lieutenant.   
   
  It wasn’t enough for Brick, who was possessed of 
  far more cunning and ambition than Solomon had 
  realized.  While maintaining a front of loyalty, 
  Brick began undermining Christ’s efforts.  When 
  Christ would order retaliation against a rival, 
  Brick would carefully ensure it went wrong.  
  When Solomon called for the gang to keep a low 
  profile, Brick would instigate a high profile 
  incident.  Through it all, Brick was somehow able 
  to remain above suspicion mostly by killing 
  anyone who could point the finger at him.  Finally 
  he decided the time was right to make his move.  
  When the Italians tried to take him out, Brick 
  used being in the hospital to his advantage.  
  Unbeknownst to anyone, he had one of the 
  women Christ was keeping plant the Synthcoke in 
  his apartment, and called in an anonymous tip 
  that led the police to arrest Christ.  With Christ off 
  the streets he systematically hunted down and 
  killed anyone who suspected him or who he felt 
  would oppose his taking over the gang… all while 
  still convincing Solomon of his loyalty. 
   
  With Christ sentenced to 30 years, and all 
  obstacles removed, Brick was now in complete 
  control of Slaughterhouse.  But it would be easy.  
  Brick was many things, but he was not subtle.  
  The ongoing feud with the Italian families 
  escalated, and under Bricks leadership the gang 
  took on a much more violent and menacing 
  nature.   
   
  Perhaps he took it too far, as the police and city 
  hall, exasperated, targeted Slaughterhouse as 
  enemy number one during the purge.  As the 
  police cracked down on the gangs, forcing them 
  out, over the course of several weeks 
  Slaughterhouse engaged in a running battle of 
  territories with the police until finally they holed 
  up in the Marsten Projects.  When they could not 
  be removed, the city simply walled up the area 
  they and the other gangs had been pushed into 
  and declared it a Combat Zone.   
   
  The first thing Brick did was systematically take 
  over the entirety of the Marsten Complex.  The 
  choice he gave to the gangs already inhabiting the 
  buildings was simple:  Join, get out, or be 
  destroyed.  Most gangs joined up or fled, the few 
  that fought were wiped out to a man.  The 
  unaffiliated tenants were given similar choice.  
  Get out, join, or stay out of the way, to similar 
  result. 
   
  Now Brick rules the western side of the Combat 
  zone with an iron fist and brutal efficiency.  He 
  has managed to retain some influence outside of 
  the zone, and has held on to legitimate businesses 
  outside the Zone as well.  His most high profile 
  venture is a music studio, and its one of the few 
  places he leaves the zone for. 
   
  Brick is huge, and he definitely believes in 
  surrounding himself with intimidating men, going 
  so far as to help pay for Cyber, Bioware, and 
  Nanite enhancements to body and strength for his 
  Lieutenants.  He is a man for whom strength 
  overwhelming response mean everything.  Rope, 
  oddly enough, is his own top Lt., but even though 
  the younger man is brilliant with tactics and just 
  as ruthless as Brick, Brick still derides him as 
  “one of them weak bodied but slick and pretty 
  educated niggas!”  
   
  
   
  Page 
  137 
   
   
   
  SECOND IN COMMAND: OLIVER “ROPE” ROPETTI 
   
  Rope was raised in Detroit.  His father was a 
  community leader and his mother was a literary 
  critic.  Regardless of the families money and 
  influence, they chose to remain in the poorer 
  neighborhood where Ropes father was raised in 
  order to teach the boy the importance of knowing 
  his roots, of imprinting on him the cultural, 
  economic, and political landscapes of his 
  community.  Because of this, and because of 
  natural rebellion, Rope would involve himself with 
  bad influences.  While he never needed for 
  anything, Rope wanted power and influence of his 
  own, and he wanted adventure.  Still he managed 
  to stay out of serious trouble , though not for a 
  lack of trying, and did well in school until he went 
  off to college.  It was at the UCLA that Rope met 
  Dollah, Bricks little brother who was there on a 
  football Scholarship.  Dollah was failing out of 
  school, but Rope was able to tutor his friend into 
  passing grades.  In exchange Dollah introduced 
  Rope to the wild side.  After a scandal involving a 
  co-ed and some other members of the football 
  team, Dollah was expelled in disgrace.  Rope had 
  graduated the year before, but had stayed rather 
  than go home to the life his parents were trying to 
  build for him.  When Dollah decided to go to work 
  for his brother Brick, Rope joined up as well. 
   
  Rope, due to his friendship with Dollah, was 
  already in a high position within the gang.  But 
  things changed one night when a rival gang 
  attempted a drive-by on Brick and his Brother. 
  Brick saw Rope dive in front of his brother.  While 
  both of them were hit, One of the shots that hit 
  Rope in the back would certainly have hit Dollah 
  in the face had he not jumped on the way.   
   
  Rope was seriously wounded, as was Brick, but 
  thanks to Ropes intervention, Dollah’s wounds 
  were minor, and he was released after only 1 
  night in the hospital.  Unfortunately, he was 
  gunned down on the hospitals steps. 
   
  While recuperating, Brick, at first impressed with 
  Ropes show of loyalty and sacrifice, and then with 
  Ropes display of grief matching his own over 
  Dollah’s death, became close friends with Rope.  
  Though Rope was nothing like the other men in 
  Bricks crew, being of slight build and classically 
  educated, he soon became Bricks most trusted 
  associate.   
   
  When Christ went to prison and Brick took over 
  Rope was placed as his second in command.  
  However its Rope who handles most of the day to 
  day business.  He is also the gangs strategist, and 
  if it weren’t for him the gang likely would have 
  imploded under Bricks leadership.  While Rope is 
  the real power behind the throne, he has gone to 
  great pains to keep this fact concealed, even from 
  Brick itself.  However Bricks carelessness in 
  dealing with the Stomp Street and 2-3 Set 
  problems has had Rope quietly grooming others 
  to take Bricks place.  And Rope’s increasing 
  condescension and questioning of Bricks decision 
  has had the effect of Brick becoming suspicious 
  and mistrustful of Rope.  It seems friendship and 
  loyalty in Slaughterhouse is measured in 
  usefulness and threat levels. 
   
  Rope speaks eloquently and purposefully, in 4 
  languages, French, Swahili, Spanish and English.  
  He uses slang only on rare occasions and then 
  only for comedic or dramatic effect.  He affects a 
  much more professional style than most of his 
  gang, and many among the game see this as a 
  sign of weakness, of selling out.   
   
  While Brick may leave the Zone to visit the 
  Slaughterhouse owned studio, Ghetto Nightmares, 
  he does it merely to hang out with the acts and 
  throw his weight around.  Rope actually acts as 
  producer, and is more often than not at the 
  Studio, surrounded by hand picked bodyguards.  
  While none of the acts he has signed have made it 
  big, he does have several acts rising in popularity 
  in the West Coast underground music scene.  
  Rope has also funded a local radio station that he 
  has used to send out coded messages to the gang 
  members operating inside the zone where cell 
  phones can’t always get a signal. 
   
   
   
   
   
   
  
   
  Page 
  138 
   
   
   
  ENFORCER: MALIK CORBIN 
   
  Like Rope, Malik has a definite sense of identity.  
  He is a bit more street, but every bit as well 
  groomed and stylish.  Malik wasn’t always this 
  way.  He grew up poor and uneducated on the 
  streets of Night City.  But he lucked out in finding 
  a mentor, a former radical professor of ethnic 
  studies who took a liking to the young boy, 
  teaching him some of the history of his culture 
  and took look at the bigger picture.  To recognize 
  that he could make a change, instead of waiting 
  for other people to make it for him.  His mentor 
  was on his way to help him prepare for college 
  entrance exams when he was pulled over by 
  police and shot for resisting arrest.  His mentor 
  had no criminal record, and did not carry a 
  weapon, but police claim he assaulted them and 
  they were forced to open fire.  There were no 
  witnesses, and regardless of the community 
  outcry to open an investigation, the officers were 
  cleared almost immediately and returned to active 
  duty unscathed. 
   
  At the man’s funeral, a widely attended public 
  ceremony, the 2 police officers who killed the man 
  were spotted and a riot broke out when they 
  made racist slurs about the dead man to the 
  crowd.  Malik moved through the surging crowd 
  like a panther, and killed the two police officers.  
  He went on the run, going underground.  It was 
  here he met Brick.  Maliks size and discipline 
  impressed him, and as Brick rose through the 
  ranks so did Malik.   
   
  ENFORCER: RUEBEN “RUBY” WILLIAMS 
   
  Ruby is young, and somewhat naïve.  He comes 
  from a poor family and spent most of his youth in 
  and out of foster care or juvenile hall, with and 
  impressive array of petty crimes… It should be 
  noted however that before his involvement with 
  Brick that Ruby was never involved in anything 
  violent and his crimes mostly consisted of 
  trespass, muggings, vandalism, minor possession.  
  He got into bodybuilding while serving in juvenile 
  detention as a means of staying out of trouble, 
  but due to an unerringly poor judgment in 
  associates, Ruby always found himself on the 
  wrong side of the law.   
   
  Brick met Ruby at the gym, and the two began 
  working out together.  It was during this time 
  that Ruby’s mother was involved in an accident 
  which landed her in hospice care, and left Ruby 
  homeless and penniless.  Brick took him into the 
  gang and even began helping to pay for his 
  mothers bills.  Ruby swore his loyalty, knowing 
  that if he displeased Brick, the help his mother 
  was getting, and all hopes of recovery could be 
  lost. 
   
  Ruby’s size and utter loyalty to Brick make up for 
  his lack of cunning and intelligence.  Ruby isn’t 
  trusted to make his own decisions, but he carries 
  out orders to the letter.  He has been seen to have 
  some misgivings about some of the things he is 
  asked to do, and his natural compassion seem to 
  conflict with his orders, but his sense of duty 
  always overwhelms any objections he would 
  otherwise pose… at least so far.  Due to his genial 
  nature, Brick tends to assign Ruby to oversee 
  collection and protection duties, and seems 
  reluctant to assign Ruby to the more brutal or 
  ruthless tasks. 
   
   
  
   
  Page 
  139 
   
   
   
  ENFORCER: SMOKE 
   
  No one is really sure where Smoke came from 
  originally.  A year ago Smoke infiltrated the 
  Marsten Projects to kill a low level Lieutenant 
  after being hired to do so by a woman’s husband 
  whom the gang member had raped.  He almost 
  escaped, but the rappelling gear he had used was 
  discovered, and Brick and his men were waiting at 
  the bottom.  Impressed with his abilities, Brick 
  offered Smoke a job as his chief hitter.  Smoke 
  accepted, and has been Bricks go to man for 
  “difficult” targets ever since. 
   
  While his background is a mystery, Smoke has 
  obviously had advanced military training.  He is a 
  very very dangerous man, and one who follows 
  orders without question.  He speaks with a raspy 
  voice, the apparent result of a neck injury.  Smoke 
  is heavily scarred, with the neck wound being the 
  worst, he tends to cover these injuries at all 
  times, except the scars to his face.  It is unclear 
  what cyberentics he possesses, although it is 
  heavily rumored that behind the shades he always 
  wears are cyberoptics and that he has subdermal 
  armor plating on his torso in addition to 
  skinweave and possibly cyberlegs… he has been 
  seen to take numerous gunshots without so much 
  as a flinch.  He moves with silence and 
  determination, and is widely considered one of 
  the most dangerous individuals in the Combat 
  Zone. 
   
  LEIUTENENT: LESLIE “SWEETS” HUGHES 
   
  Sweets is the loose cannon of Slaughterhouse.  He 
  lives for violence and relishes in causing pain. 
  Sweets was heavily abused by his father as a 
  child.  For his 12th birthday party his father 
  bought him a dress and made him wear it… two 
  days later police came to the house to find his 
  father severely mutilated and the boy still 
  wearing the dress, covered in blood.  Sweets was 
  sent to a work farm, where at first the other boys 
  teased him relentlessly.  After being involved in a 
  few extremely violent incidents and the 
  mysterious disappearance of one of the guards, 
  the teasing stopped, and Sweets began gathering 
  his own crew who ruled the work farm ruthlessly. 
   
  When he was released he started his own gang in 
  one of the Marsten Project buildings, running 
  drugs and prostitutes, both male and female.  His 
  gang was wide feared, but not very strong.  When 
  Slaughterhouse moved in he chose to join rather 
  than be trampled beneath their overpowering 
  numbers.  Since then Brick has had little use for 
  Sweets, letting him continue to pimp out of one of 
  the outlying Complex buildings.  The only real use 
  Brick has for Sweets is when he needs to create 
  chaos.   
   
  Sweets is bisexual and extremely sadistic, and 
  effects very feminine mannerisms.  If these 
  mannerisms or his sexuality are mocked or 
  questioned he tends to deal with it in the most 
  violent manner necessary.  He also has a 
  disposition towards subjugating his enemies, 
  going as far as to rape and dominate them.  He is 
  universally feared and reviled in the Combat Zone, 
  and he is barely tolerated even by 
  Slaughterhouse.   
   
  
   
  Page 
  140 
   
   
   
  LEIUTENENT: WAYNE “LI’L DUKE” NOLAN 
   
  Li’l Duke is Bricks younger brother, the closest 
  surviving male sibling in age to Brick.  When Brick 
  fled to Night City (then Coronado), it was left to 
  Li’l Duke to protect and care for the family.  
  Unfortunately, a fire broke out in the apartment 
  complex where they lived that took the lives of his 
  mother, one of his sisters, and his youngest 
  brother, still an infant.  Duke was badly burned 
  across his back trying to reach them, when a 
  burning support beam fell on him… 
   
  With nothing left in Night City for them, Duke and 
  the rest of Bricks siblings moved to Coronado.  
  Duke immediately jumped in, and now acts as one 
  of Bricks top men.  While duke pushes for more 
  responsibility, and resents Rope being second in 
  command, Brick keeps him 
  tightly reined in… While Brick 
  would never say it, Duke 
  believes he blames him for 
  their mother and younger 
  brothers death and 
  constantly tries to prove and 
  redeem himself to Brick, 
  often taking risks he 
  shouldn’t.  While Duke has 
  the motivation and drive, and 
  definitely the loyalty to the 
  gang required, he does not 
  have the cunning or 
  resources to move up further.  
  He is rash, headstrong, and 
  flashy.  He also tends to bite 
  off more than he chew, safe 
  in the belief that his brother 
  and his gang can take care of 
  any problems that arise. 
  LEIUTENENT: THELMA “SUGAH-T” NOLAN 
   
  Sugah-T is Bricks older sister.  She has been 
  married 4 times, and had 5 children, she also 
  stayed in Los Angeles longer than anyone else.  
  However when her husband was arrested last 
  year for drug trafficking, the state took away her 
  children.  Distraught she moved to Night City and 
  took up with her brother and his gang.   
   
  Sugah-T is the only female in a major position of 
  power in the gang.  She has taken on a somewhat 
  matriarchal role in the gang, but do not mistake 
  her for being soft, she is almost as ruthless as 
  brick.  She dotes on Duke, Brick, Riley and Sondra, 
  but thinks Keisha has abanonded her family and 
  her roots.  She is especially fond of Riley, the 
  youngest member of the family, and does what 
  she can to spoil him.   
   
  Sugah-T’s prime role in the gang is that of advisor 
  and peacekeeper.  She is often the coolest head in 
  the room and when tempers begin flaring, 
  especially with Brick, she is often the only one 
  who can calm him back down.  She is also the only 
  one who Sweet’s seems genuinely intimidated by. 
   
  Sugah-T and Brick are very close, after her 
  husbands carelessness and his arrest led to the 
  loss of her children, Brick arranged for him to be 
  “removed” while inside.   
   
   
   
   
  
   
  Page 
  141 
   
   
   
  RILEY NOLAN 
   
  Riley is Bricks youngest brother, and the family 
  dotes on him.  Brick keeps him protected and 
  isolated from gang activities, safe in the center 
  building in the heart of the building.  Brick has 
  gone to great expense to hire a tutor from outside 
  the zone whom he has escorted in daily to attend 
  to Riley’s education.  Sugah-T has been pushing to 
  enroll the boy in private school so that he might 
  socialize with other kids his age, but so far Brick 
  has been adamant about keeping him close where 
  he can personally ensure his safety.    Instead he 
  has the children of other gang members brought 
  in to play with Riley.  The only freedom allowed 
  Riley is that lately, and only with Bricks approval 
  he is allowed to roam the complex, but never step 
  foot the protection of Slaughterhouse home 
  territory without Brick or Sugah-T with him. 
   
  Riley has begun to grow resentful of his limited 
  freedom, and has begun practicing giving his 
  bodyguard Mo the slip for short periods.  He very 
  much wants to attend school and has no real idea 
  what Brick is or why he is in danger. 
   
  MAURICE “MO BETTA” CLARK 
   
  Mo is Riley’s bodyguard, he stands 6’7” and 
  weighs over 400 lbs of solid muscle.  His strict 
  regimen of exercise and steroids has given him 
  superhuman strength (12) and his only cybernetic 
  implants are a pain editor and his 
  right cyberoptic.  He is a hulk of a 
  man, and his only job is to keep 
  Riley safe.  Sugah-T flirts with him 
  constantly and it is rumored they are 
  intimate. 
   
  SONDRA “SASSY” NOLAN 
   
  Sondra is the second youngest member of Bricks 
  family.  At 19 she often rejects the protection and 
  runs the streets.  She lives outside the zone in an 
  apartment with her sister Keisha, but often visits 
  and has tried to gain entrance into gang activities.  
  Brick keeps her well out of any criminal doings, 
  and seems to dote on her, but her constant 
  flirtation and wild lifestyle have put her brother 
  on edge several times now.  It doesn’t help that 
  Sugah-T seems to encourage this, and has even 
  tried to convince Brick to let her move into the 
  Marsten Complex and away from her “uppity 
  sister Keisha”.  But brick wants Keisha to 
  influence Sondra, no matter how much Sondra 
  fights it. 
   
  Sondra has been secretly sleeping with Rope since 
  she turned 18.  While Sugah is aware of it and 
  approves, if Brick found out it would be 
  disastrous. 
   
  KEISHA NOLAN 
   
  Keisha lost both arms and a leg to a drive by 
  shooting when she was 13.  It is mainly due to 
  this that she has rejected her families gangster 
  lifestyle and moved out on her own, graduating 
  high school, then college, and embarking on a 
  career as a model and vocalist.  Brick and Duke 
  respect this and encourage it, secretly opening 
  doors for her without her knowledge.  However 
  Sugah-T resents her, and thinks she has turned 
  her back on the people who lover her.  Sondra 
  lives with her in an attempt by Brick to keep 
  Sondra out of harms way and out of the lifestyle, 
  but Sondra and Keishas relationship is touchy at 
  best, and Sondra openly defies her sister with her 
  wild lifestyle and disrespect. 
  
   
  Page 
  142 
   
   
   
  STOMP STREET 
   
   
  Stomp is one of the oldest, and largest street 
  gangs in the Night City.  Their control of 
  Stompanato Street began 14 years ago after the 
  Marsten Projects and the surrounding area were 
  aboandoned as the central hub for the 
  Construction workers brought in to build the city 
  were turned over to low income housing.  The 
  original construction workers were heavily 
  supported by an immigrant Latino population 
  displaced after the 1995 Mexico City quake.  As 
  the construction of the city began its massive 
  push, immigrants and indigents from all over 
  began centering on one of the few places in the 
  North American Hemisphere where jobs could be 
  found during the collapse.  The majority of 
  Mexican refugees and immigrants converging on 
  the city was massive, and many people were 
  working just to have a roof over their heads.  
  When the ’98 quake turned Los Angeles into a 
  watery grave, again refugees flooded into the 
  infant metropolis.  Most were hard working 
  honest people, but with the massive influx came 
  the gangs.   
   
   
   
  Soon the displaced Latin gangs found themselves 
  stuffed together in the newly re-tasked low 
  income housing areas of Night City beginning with 
  and extending eastward from the Marsten 
  Projects.  In these volatile and claustrophobic 
  conditions, the slightest provocation would lead 
  to all out war between the gangs, as they shuffled 
  and clawed for territory and control.  To make 
  matter worse, the community found itself 
  surrounded by other gangs, including the new 
  phenomenon of booster gangs, who didn’t seem 
  to be into it for profit or protection, but for 
  violence as its own reward.  Hemmed in, and 
  fighting amongst themselves, things were getting 
  out of hand. 
   
   
   
  The constant chaos was bringing heat down on all 
  sides.  The police were cracking down on anyone 
  who even looked like they were in a gang, the 
  drug connections were all drying up, unwilling to 
  risk exposure due to the police presence and 
  unwilling to invest in anyone due to the gangs 
  falling like dominoes only to spring back up with 
  new leaders every week, like a ghetto hydra.  The 
  streets were running red with blood. 
   
   
  
   
  Page 
  143 
   
   
   
   
  David Lopez, known on the streets as “Carnicero” 
  had a plan.  He was a former Mexican soldier with 
  strong ties to a Colombian cartel.  After gathering 
  a small army of his own, he called for a meeting 
  between the major Hispanic gang leaders.  The 
  meeting was set up under the auspice of creating 
  a cease fire, working out territories and ending 
  the rampant violence, but it was a ruse.  Carnicero 
  had rigged bombs under the floorboards of the 
  meeting room, and when everyone was 
  assembled, he detonated them.  “Miraculously 
  surviving” he laid the blame on another gang, The 
  Las Viejos Muchachos.  The LVM was the most 
  dominant gang in the area, and did not attend.  
  Carnicero united the now leaderless gangs under 
  his flag, inciting their bloodshed and need for 
  revenge, and wiped out the LVM.  In just a few 
  weeks, Carnicero had complete domination over 
  the Latino gangs surrounding Stompanato Street.   
   
   
   
  Now one of the largest and most violent street 
  gangs in the city, Stomp ruled their territory with 
  brutal efficiency.  They were so well dug in, and 
  so integrated into their community, that when it 
  came time to create a walled off DMZ in the city to 
  push the most violent gangs into and seal up, 
  Stompanato Street was chosen as the center of 
  what would become the Combat Zone. 
   
   
  Since then Stomp has become the dominant gang 
  in the Combat Zone, claiming the largest territory 
  and boasting the most members second only to 
  Slaughterhouse, their biggest rivals, who claim 
  the entirety of the Marsten Complex.  While 
  Slaughterhouses Territory is slightly smaller, it is 
  much more defensible.  Stomp, baked up by their 
  alliance with the 2-3 Set, have besieged 
  Slaughterhouse, confining their activities in the 
  zone to the limits of the Marsten Complex, but 
  have ultimate goals of eliminating them entirely.  
  They tolerate Bushido to the Northeast, mostly 
  due to their resources being so focused on 
  Slaughterhouse, and the overwhelming support of 
  the community Bushido has garnered.  Border 
  Skirmishes with Maelstrom to the Southeast have 
  occurred, and boundaries between Stomp and 
  Bushido territories below Kings Cross are an 
  ongoing point of contention between the two 
  gangs.  For the most part however even Stomp 
  gives Maelstrom wide berth since Maelstrom 
  seems to have no designs on expanding their 
  territory, and they are so violent that all out war 
  with them would be costly. 
   
   
   
  Stomp makes most of its money through drugs 
  and arms.  They have significant stakes in 
  prostitution, gambling and strong arm protection 
  rackets as well.  Unlike Bushido and Maelstrom, 
  the only protection Stomp offers is from 
  themselves, and even that is not assured, but 
  those who don’t pay soon learn to regret it. 
   
   
  
   
  Page 
  144 
   
   
   
  STOMP STREET TERRITORIES 
   
   
  
   
  Page 
  145 
   
   
   
  STOMP STREET STRUCTURE 
   
   
  Stompanato Street runs 
  diagonally across the 
  Zone, from the northern 
  tip of Marsten Street all 
  the way down to 
  Burroughs and Stomp 
  controls most of the 
  territory along the way.  
  The Walking Dead and 
  Shrapnel claim the 
  northern most portion of 
  the street, however 
  they, like the Elders are 
  considered neutral in 
  relation to gang 
  activities, specifically 
  members of any gang 
  are allowed to travel through their territories, so 
  long as they cause no damage to the residents or 
  property.   
   
  Stomp street claims territory all the way from 
  Marsten Street all the way to Burroughs, but holds 
  complete domination of everything between Lee 
  and Moreno.  The bulk of their territory forms a 
  lop sided cross 46th and 48th, stretched between 
  Dillon to the West and Burroughs to the east.  
  Though the eastern side of their territory has 
  been expanded north to 44th street, and they 
  officially claim the small sliver of real estate north 
  of Stompanato and West of Moreno.  They have 
  also managed to invade territory along Marsten, 
  pushing the Furies and the Saracens south and 
  north respectively.  This move has not made them 
  many friends.  They have also tried moving into 
  the block West of the Elders at the Southeast 
  corner below Slaughterhouse.  Both these moves 
  have been to facilitate their ongoing war with 
  Slaughterhouse, and have everyone in the zone on 
  edge, particularly the Elders who try and keep the 
  School and surrounding streets safe. 
   
   
   
  While Stomp members live scattered throughout 
  the Zone, their leader Carnicero, bases the gang 
  out of the Stompanato Street Apartment Complex. 
  Stomp is organized like a military force, Carnicero 
  is referred to as El Presidente, and the highest 
  ranking members of the gang are known as his 
  Generals, who each control a section of territory, 
  usually ranging from between 1 to 3 blocks.  His 
  Generals each have their own Capitans, who 
  monitor their separate units of between 10 and 20 
  Soldados.   
  
   
  Page 
  146 
   
   
   
   
   
  Soldados make up the bulk of the gang, and are 
  the fighting men and women among the ranks.  
  Those in non-combatant roles, regardless of their 
  importance, are looked down upon by most of the 
  gang, and referred to as Sabihondo’s 
  (smartasses).  These usually include netrunners, 
  techs, and medics.  Some of those who are 
  particularly talented techs, musicians, or artists, 
  particularly skilled graffiti artists or car 
  customizers are highly respected, and known as 
  Artista’s.  Carnicero actively seeks these people 
  out, to use their talents to inspire his men and 
  boost morale. 
   
   
   
  While there are some women Soldados, most are 
  relegated to background and support roles if they 
  are allowed in the gang at all.  Prostitution serves 
  as a major source of income in the gang, and they 
  have been known to kidnap women from other 
  gangs territories to force into drug addiction and 
  be put to work in their brothels.  
   
   
   
  While Stomp controls a slightly larger territory of 
  the Zone than Slaughterhouse, and by far more 
  than any other gang, its numbers, while massive, 
  are spread thin.  The smaller gangs surrounding 
  Stomp, especially to the east, often push past 
  their boundaries, knowing Stomp is usually to 
  occupied with their war with Slaughterhouse to 
  do much about it at the moment.  Every now and 
  then some units within Stomp claim independence 
  and try to claim a hood for themselves, though 
  this rarely lasts long and usually ends brutally for 
  leadership involved.  Altogether Stomp claims to 
  have about 300 hard core members, and another 
  50 who live outside the zone (though the latter 
  number is seen as highly skeptical).   
   
   
   
  None of the Latino gangs outside the zone ally 
  themselves with Stomp, and in fact, their only real 
  ally is 2-3 set who supply them with guns and 
  drugs in exchange for their support against 
  Slaughterhouse.  Carnicero is starting to suspect 
  the truth about 2-3, but at the moment he is too 
  entrenched and has made too many enemies to do 
  anything about it, unwilling to jeopardize the flow 
  of guns and drugs provided by the 2-3. 
   
   
  
   
  Page 
  147 
   
   
   
  TYPICAL STOMP STREET 
   
   
   
  The majority of Stomp Street is Latino, as are all 
  its leaders.  However among the Soldiers there 
  are a wider variety of ethnicities.  Most soldiers 
  are male, between the ages of 15 and 30.  Stomp 
  aggressively tries to recruit any male between the 
  ages of 15 and 25 into their gang, refusal, 
  particularly if you are Latino, often is more 
  dangerous than joining.  They have been known 
  to try and recruit Latino’s from other gang 
  territories, and those who refused are usually 
  targeted for their insult if they dare enter Stomp 
  territory again. 
   
   
   
  New members usually face a rough initiation 
  where they are beat in, unless they were part of a 
  gang that had been taken over by Stomp.  Other 
  ways to get into the gang include undertaking 
  dangerous missions, failure of which usually ends 
  in death or disfigurement, or female members can 
  get fucked in, though those who choose this route 
  are rarely treated with respect.  Members of the 
  gang are required to be at least conversant in 
  Spanish, even if its via language chip.   
   
  The gang makes heavy use 
  of hand signals and 
  graffiti.  Graffiti is used to 
  not only mark territories, 
  but as a means of 
  chronicling activities and 
  events.  The highest honor 
  a Stomp member can 
  receive is to be 
  immortalized in one of the 
  many murals that decorate 
  the walls of buildings in 
  their territory.  The gang symbol is a stylized 
  skull, always painted with Red, White, and Green, 
  the colors of the Mexican Flag. 
  In addition, music is a large 
  part of Stomp culture, 
  particularly a bizarre mix of 
  narcocorridos mixed with 
  hip hop.  These songs detail 
  in depth the exploits of the 
  gang, it’s leaders, and act as 
  chronicles of the gang 
  activites.  They also tend to 
  take jabs of the gangs 
  enemies alive or dead, causing great animosity 
  among their foes, especially family members of 
  one the dead targets.  The writers and performers 
  (almost always the same people) are frequent 
  targets of rival gangs, though the music has been 
  becoming quite popular outside the zone, even 
  though it has been the cause of at least 4 civilian 
  deaths from gangs hearing it.  These groups 
  frequently play at stomp parties, and Carnicero 
  has built a stage on top of his apartment building 
  just so they can perform regularly there.  In 
  Addition Stomp broadcasts this music from their 
  own pirate radio 
  station, La Raza, on 
  88.3 FM. 
   
  Every member of 
  Stomp is carries at 
  least a handgun, 
  though often they are cheap wonder-nines, 
  polymer one-shots and even homemade guns.  
  And since their alliance with 2-3 most have access 
  to submachine guns and assault rifles and even 
  grenades.  RPG’s and heavy machine guns are not 
  unheard of either. 
   
   
   
  Due to their aggressive 
  recruiting and expansion, 
  subsuming or destroying 
  lesser gangs who oppose 
  them, estimates of stomp 
  numbers are around 300 
  hard core members in the 
  Zone, with at least another 
  100 members who live 
  outside the zone.  In addition there are a large 
  percentage in prison, at least 200 estimated.  
  They are partial to low-riders and pickup trucks, 
  but like most gangs in the zone they will drive 
  whatever they can aquire.   
   
   
  
   
  Page 
  148 
   
   
   
  NOTABLE STOMP STREET MEMBERS 
   
  DAVID “PRESIDENTE CARNICERO” LOPEZ 
   
  David “Carnicero” Lopez was born in Mexico City 
  in 1984.  His parents had little money growing up, 
  but his needs were met and they were good 
  people who tried to instill in him a sense of honor 
  and decency.  They made sure he went to school 
  every day, stayed out of gangs, and kept out of 
  trouble.  When he became of age, he joined the 
  Mexican Army, the discipline his parents had 
  instilled upon him served him well and he rose in 
  ranks, eventually joining a Special Forces unit 
  attached to the Drug Enforcement division of the 
  federal police. Eventually he took command of his 
  own unit. 
   
  He was successful in numerous high profile busts 
  and distinguished himself in the line of duty.  
  Then the quake hit Mexico City and everything 
  changed.  His parents, whom he still visited 
  regularly and dutifully, were still inside Mexico 
  City but his superiors forbid him from personally 
  going to check on them, instead he told the 
  regular army would make sure they got out.  
  David was assigned to extract and escort a select 
  group of citizens out of the city.  Amidst the chaos 
  and carnage, David and his Unit fought off looters 
  to reach the target, and at great risk was able to 
  safely extract the target, taking a knife wound 
  while saving the targets son. 
   
  It was two days before he could get out of the 
  hospital unit and back into the city, but it was too 
  late.  His parents had been trapped in their 
  building, after the initial quake, but had been 
  crushed the night before when a gas leak nearby 
  exploded, bringing the rest of the building down 
  upon them.   
   
  It was afterwards, hoping to find a sense of 
  comfort in his own sense of duty, that he inquired 
  about the family he had rescued.  All his inquiries 
  were met with silence and blank stares… 
  confused and frustrated; he began digging into 
  the family. 
   
  The target had been a Colombian Cartel leader 
  exiled to Mexico, living under government 
  protection under the auspices of providing 
  information against the Cartels, but was 
  suspected to still be working with them, using his 
  cover and connections to funnel drugs through 
  Mexico and up into the United States.     
   
  David’s faith in his government was completely 
  destroyed.  In a state of confusion he wandered 
  the streets, it was here that he was found by his 
  Unit, who were under orders to retrieve him.  
   
  Impressed with his performance, and grateful for 
  the life of his son, the target, Manuel Zolo, had 
  requested the unit to once again serve as special 
  escort as his family was moved to Guadalajara.   
   
  During the trip, David met with Zolo.  He told him 
  what had happened to his parents, and that his 
  whole life had been spent obeying the law, living 
  for his country, doing the right thing… and none 
  of these things allowed him to protect his family… 
  But Zolo, who was a drug dealer, a criminal, was 
  able to protect his.  David wanted no more of the 
  life that failed him, he asked Zolo to hire him.  
  Zolo agreed, but only if he was able to convince 
  his men to join as well, and the ones who 
  wouldn’t join had to be eliminated.  When David 
  asked his men to join him, of 16, 4 agreed, the 
  rest refused.  Right then and there, without a 
  moment of hesitation, David pulled out his knife.  
  He killed two of them before anyone had a chance 
  to react, in the cramped quarters of the train car 
  he managed to kill the rest, taking 4 gunshots 
  himself.  It was here he when he was given the 
  nickname “Carnicero”, the Butcher, by Zolo.   
   
  Zolo spared no expense in treating Davids 
  wounds, and to escape the government that was 
  now going to be hunting him, he had Lopez and 
  his unit smuggled into the states.  They would 
  work with the gangs there, and receiving the 
  drugs smuggled through Mexico, and distributing 
  them in Night City. 
   
  It didn’t take him long, his military background 
  and ferociousness allowed him to take control of 
  Stomp, and then he took control of the rest of the 
  Hispanic gangs in the area.  Unfortunately he was 
  trapped in the Combat Zone when the walls went 
  up, and no longer was able to distribute the drugs 
  as widely.   
   
  When Zolo cut him off, Lopez turned to the 2-3 
  set, distributing their drugs throughout the Zone 
  and helping them in their war on Slaughterhouse. 
   
  David is a hands on leader, 
  though as he gets older he is 
  definitely slowing down.  He is 
  heavily scarred, the survivor of 
  numerous gunshots and stab 
  wounds.  He is a survivor, and a 
  very skilled and dangerous man 
  with a fondness for knives.  Most of his organs 
  have been replaced, and he has numerous 
  implants including a Desegregated Heart 
  
   
  Page 
  149 
   
   
   
  CARLOS “BIG BULL” RIVERA:  
  GENERAL 
   
  Carlos Rivera is the only remaining member of 
  Lopez’s original Army unit.  The rest were killed 
  during Stomps rise to power.  Given the name Big 
  Bull due to his size, he serves as David’s right 
  hand and bodyguard.   
   
  Carlos is fiercely loyal to Lopez, and follows his 
  orders without question, accompanying him 
  everywhere.  He and Lopez personally trained and 
  organized not only the other Generals, but also all 
  the gang soldiers who reside in the Stompanato 
  Apartment Complex.  He is in charge of Lopez’s 
  security, and when he is in the building no one 
  enters of leaves without him knowing about it. 
   
  Standing at 6’3” but weighing 240 pounds of solid 
  muscle, his strength boosted with cybernetics, 
  Carlos is every bit the intimidating monster his 
  nickname makes him out to be.  His tattoos cover 
  numerous scars from previous fights, including a 
  stylized counter on his abdomen detailing how 
  many fights he has survived. 
   
  Carlos is slow tempered, like a pot of water on the 
  boil, but when it finally peaks he explodes into 
  violence, going after his targets with an all 
  consuming focus.  
  MANNY “MAGIC” AND DOLORES “DOTI” CHAMPA: 
  GENERALS - WESTERN FRONT 
   
  Manny and Dolores Champa are the full 
  conversion husband and wife team who are in 
  charge of the small block Stomp claims as their 
  western most territory.  The block itself is 
  tenuously held, and borders the territories of The 
  Furies, The Saracens, and most importantly 
  Shrapnel.  Because the block is in the most danger 
  of being cut off from the rest of Stomp if Shrapnel 
  or The Furies decide to take the territory, and its 
  strategic importance in their war on 
  Slaughterhouse, Lopez entrusted the leadership of 
  this block to his most able men.  Both used to 
  serve as his enforcers, and were incredibly 
  efficient at their jobs, but as the conflict escalates 
  he has moved them into a leadership position.  
  The theory is that their full borg status makes 
  them incredibly hard to kill, and makes them the 
  perfect envoys to keep the peace with the 
  surrounding gangs, particularly Shrapnel, who are 
  all full conversions themselves. 
   
  Both Magic and Doti possess Basic Alpha 
  Packages, though highly customized and 
  augmented.  They pay a high price for any 
  compatible high end cyber they can use to 
  upgrade themselves.  They were both former US 
  Military, Marines and Army specifically, who 
  suffered damage to their original bodies in service 
  during the second South American Conflict.  They 
  met at a support group while stationed in San 
  Francisco.  They fell in love, and got married, but 
  they were both indebted to the military.  They 
  decided to opt out, then disappeared, into the 
  night City Combat Zone.  They were among the 
  first recruited by Lopez in his bid to take control 
  and unify the Latino gangs in Night City. 
  
   
  Page 
  150 
   
   
   
  CODY “CO-CO PUFF” COLORAS:  
  GENERAL - EASTERN FRONT 
   
  Cody Coloras holds leadership over the Western 
  Front of Stomp territory.  He is an original Stom 
  Streeter, and has been with Lopez from the start 
  of his campaign in Night City.  He is a cunning 
  tactician, and keeps a careful eye out for invasion 
  of his turf from the smaller gangs to the east, 
  while always keeping a watch out for weaknesses 
  in the other gangs perimeters in the hopes of 
  exploiting them to expand Stomp Territory even 
  further.   
   
  Colores is not happy that the western front was 
  given to Magic and Doti, while he respects their 
  abilities, he feels that even with their military 
  histories, they lack the tactical knowledge to 
  bring slaughterhouse down.  There is precedent 
  for this, as under Co-Co’s leadership, the Eastern 
  Front has expanded more than any other generals 
  territory.  At the moment however he is content to 
  advise Lopez on tactics relayed by the Champas 
  during the gangs weekly War Council meetings. 
   
  The current dispute over territory with Maelstrom 
  to the south makes him uneasy, and has put him 
  at odds with the Southern Front General, who he 
  sees as a young upstart playing a dangerous 
  game that threatens the gang as a whole. 
  CHRISTATO “YOUNGBLOOD” ORTEGA: 
  GENERAL – SOUTHERN FRONT 
   
  At 32 years old, Christato is the youngest General 
  to lead a Stomp territorial front.  After proving 
  himself a capable leader, and skilled and lucky 
  fighter, he was given the Southern Front, in the 
  hopes he would use his charisma and charm to 
  bring the various gangs of the Cauldron into 
  alliance with Stomp.  While he has as of yet made 
  little headway with this task, he has managed to 
  get himself in the beginnings of a turf war with 
  Maelstrom over a block south of the Kingsmen 
  Territory.  Hoping to prove himself by expanding 
  the territory, he is playing a very dangerous game 
  by provoking Maelstrom.  While Maelstrom is 
  outnumbers almost 3 to one by Stomp, their skill 
  and ferociousness, especially during their war 
  with Slaughterhouse is not a battle most of the 
  leadership of Stomp is wanting to fight.  Lopez 
  however admires the young mans audacity, and 
  seems willing to let him play the scenario out for 
  the time being, but has warned him if he lets 
  things get out of control, the responsibility will 
  fall on his shoulders… 
   
  Christato is arrogant and headstrong, but 
  extremely charismatic.  He is also vain, and very 
  concerned with appearance.  He has a few 
  implants, mostly boosterware and light 
  skinweave. 
  
   
  Page 
  151 
   
   
   
  MIKLO “MILKY” RIVAS: 
  GENERAL – SOUTHERN FRONT 
   
  Miklo was making a living and a name for himself 
  as a back alley brawler when Lopez recruited him.  
  Since then he has risen in ranks and been given 
  leadership of the Northern Front. The front has 
  little need of protection, as neither the Walking 
  Dead nor Shrapnel to the west have shown any 
  indication of wanting to expand their territories, 
  and the Orphans, though fairly numerous, are 
  considered beneath concern.   
   
  Actually the fact that Miklo has not yet tried to 
  take over the Orphans territory has been brought 
  to attention at War Council meetings, but Miklo 
  seems hesitant in committing to a turf war.  
  Beyond the Orphans block lies Bushido, a gang 
  Miklo openly shows respect to, admiring their 
  honor and eccentric ways.  
   
  No one doubts Miklos ability to fight, his loyalty, 
  or his courage, but sentiment is growing that 
  perhaps he is too soft to be a General, and there 
  are some within the gang who seek to exploit this 
  and usurp his position. 
   
  Miklo is one of the few men of honor within 
  Stomp, and fair play seems to mean a great deal 
  to him.  His only cybernetics are skin weave, nano 
  surgeons, and a cybernetic left eye to replace one 
  he lost in a fight. 
   
  JAVIER “PIGGY” GUARO: 
  GENERAL – CENTRAL TERRITORY 
   
  The former leader of the 17th Street Locos, Javier 
  was the first rival gang to step up and willingly 
  submit to joining Stomp when Lopez help his gang 
  summit.  He has since more than earned his 
  position of trust and respect, controlling many of 
  the day to day operations of the gang. 
   
  While he has never been much of a fighter, he is a 
  ruthless leader and efficient business man.  He 
  also knows the importance of morale and judging 
  the community.  It was his idea to set up the 
  pirate radio station, La Raza, and he is usually the 
  organizer behind any parties or Stomp community 
  events.  While Stomp cares little for the greater 
  community, Javier understands that is important 
  that you have some measure of support, and so 
  uses his influence to give something back to the 
  community.  This usually takes place in the form 
  of distributing heaters, food, and medicine…. Of 
  course all this really does is put friendly icing on a 
  cake made of exploiting their own people, but the 
  façade has some measure of success.  
   
  Regardless of all that, Javier is also in charge of 
  drug distribution in Stomp Territory.  He runs this 
  with peak efficiency, and keeps detailed records.  
  Anyone he finds skimming from the top, or 
  stealing product, is made an example of, executed 
  in front of other gang members so they know 
  better than to try it themselves.  Javier has 
  ambition, and is quietly moving into position to 
  succeed Lopez.  Right now he seems content to 
  wait for natural succession, but if the opportunity 
  for a coup presents itself he will take it. 
   
  
   
  Page 
  152 
   
   
   
  PATRICK “PAC-MAN” VASQUEZ: 
  ENFORCER GENERAL 
   
  Patrick Vasquez took over the role as lead 
  Enforcer for Stomp Street when Magic and Doti 
  were promoted to head the Western Front.  He 
  had previously distinguished himself when he 
  managed to single handedly take down 2 full 
  conversion cyborgs hired by a rival gang to take 
  out Lopez, a task made more impressive since he 
  was completely human, not even a neural 
  processor, at the time.  He kept the ‘Borgs heads 
  as souvenirs, fashioning them into helmets.   
   
  Heavily wounded in the attack, Lopez paid for not 
  only his medical costs, but also for a host of 
  cybernetic implants and therapy.  He was duly 
  impressed and made an investment, an 
  investment that has paid off tenfold for him as Pc-
  Man enforces the gang leaders will with unerring 
  success. 
   
  Pac-Man is strongly loyal, and though he has 
  numerous implants, he has no limbs or obvious 
  cyber, giving him a slight edge as most people 
  underestimate him.  He is vocal in his distaste for 
  Piggy and Lolo, and often makes biting remarks 
  about them to their face, knowing neither would 
  dare to move against him directly. 
  MIGUEL “LI’L MIGGY” JAVASCO: 
  PIMP GENERAL 
   
  Small and unassuming, Miguel Javasco is known 
  as the Pimp General in the Stomp Street Army.  He 
  is in control of the gangs prostitution, and he runs 
  it cold hearted and unforgiving.   
   
  Miguel’s own father was a pimp, his mothers.  As 
  he grew up he grew to see women as weak, little 
  more than cattle.  He also so that men would do 
  anything to get at what was between their legs.   
   
  Javasco was running the largest stable of girls in 
  the Latino community even before Lopez took 
  over, and to Lopez it just made sense to let the 
  young man do what he does best. 
   
  The majority of his stable of women were 
  kidnapped from other territories or former rival 
  gang members who were captured.  He has sworn 
  to make the Furies his personal bitches before 
  turning them out on the street.  This has made 
  him a high priority target for the Furies. 
   
  Standing only 5’6”, Miguel personifies the “little 
  guy complex” stereotype.  He is quick to temper, 
  violent, and often feels persecuted, even among 
  his own gang, due to his size and age.  Anyone, 
  especially a non gang member, who dares to mock 
  him due to his size will often suffer violent and 
  immediate consequences.  He has been known to 
  kill his own gang members, and the women in his 
  stable who have made that mistake were usually 
  beaten near death.  Regardless, he is known 
  universally as L’il Miggy.  He is forced to accept 
  this nickname, as even Lopez calls him this. 
   
  Miguel’s personal crew is the smallest of all the 
  Generals in Stomp Street, but is also one of the 
  most profitable, and his brothels are one of the 
  frequent destinations for non-zone citizens to 
  enter the area. 
   
  Miguel is despised by every female gang member 
  in Stomp, the feeling is mutual. 
  
   
  Page 
  153 
   
   
   
  LUIS “LOLO” TOCHE:  
  COLLECTIONS GENERAL 
   
  Lolo is in charge of collecting protection fees from 
  businesses in the zone.  Even though he has a 
  large number of soldiers to enforce the protection 
  scam, Lolo is an unrepentant bully, who likes to 
  take matters in his own hands, but only when 
  surrounded by his personal crew.   
   
  Lolo has been pushing to extend the protection 
  rackets to homes and individuals, calling his plan 
  a “Breathing Stomp Air” tax, but Lopez has thus 
  far vetoed the idea under advisement from Piggy, 
  but more so because Lopez doesn’t care for Lolo.   
   
  Lolo has used his position to garner a large 
  amount of wealth and influence beneath him,  In 
  addition the protection rackets he uses his 
  network to keep tabs on other members of the 
  gang, using their secrets as maneuvering chips to 
  further cement his power.  He knows Lopez 
  considers him a worm, but with his wealth and 
  knowledge Lopez is forced to allow his continued 
  existence. 
   
   
   
  TOMMY “POPEYE” ASAVADA 
   
  Popeye is a typical Soldier for Stomp Street.  His 
  parents were illegal’s, who came to Night City 
  during its construction looking for work.  He was 
  born and raised in Marsten.  He ran with the 
  earliest street gangs, and by the time Lopez took 
  over he was already a hard core banger.   
   
  When the walls went up during Carnival he had no 
  where else to go.  During the long week, gangs 
  and bounty hunters rolled down his streets, no 
  where was safe.  As bullets flew in every 
  direction, only his gang offered any sanctuary to 
  him.  Now at 24, he is a loyal member of Stomp, 
  willing to fight and die for them.  He runs his own 
  small crew of 8 loyal friends and fellow soldiers, 
  and reports to Pac-Man as one of his lieutenants.   
   
  Popeye is cavalier with the members of his crew, 
  but when it comes time for business he carries it 
  out quickly, brutally, and in a way that sends a 
  clear message… that message being “You don’t 
  fuck with Popeye, and you don’t fuck with 
  Stomp!” 
   
   
   
   
   
   
  
   
  Page 
  154 
   
   
   
  ELIZABETH “DIZZY LIZZIE” SANTOS 
   
  Elizabeth Torres is a member of Popeye’s crew.  
  Like him she was born in Marsten, and has lived 
  here all her life.  Life was never easy for her 
  growing up on these streets/  The struggle of a 
  young girl, especially a pretty one, on the streets 
  of the Combat Zone was a harrowing experience, 
  but one she managed to come through with her 
  held high.  She never compromised herself, 
  though she has done many things she is not proud 
  of in the name of survival.   
   
  All her life it was taught to her that keeping 
  what’s hers, her hood, her familia, her set, by any 
  means necessary, was the most important thing in 
  life.  Now, in her mid 20’s, with her so many of 
  her friends and family dead, she is starting to 
  wonder if there isn’t more to life, if life should be 
  more than just banging over a piece of street, or a 
  tag on a wall. 
   
  She has kept quiet, even to the members of her 
  own crew.  She and Popeye have been friends 
  since they were children, and he has never tried 
  to overstep the boundaries of their friendship.  As 
  she looks around at the way many f the women in 
  the gang are treated, she knows that means 
  something.  But she has been looking at the fliers 
  the military and the police drop every now and 
  then, the enlistment fliers, promising a SIN, an 
  education, a job, and a life with a purpose… 
   
  Dizzy is tough, every bit the equivalent of any 
  male soldier in Stomp.  She is a highly skilled 
  fighter, and a good driver.  She is also very 
  intelligent, and though she hides it, she is an avid 
  reader.   
   
  CONCHITA “SCHOOL” CASTILLO 
   
  David Lopez found Conchita when he first came to 
  Night City.  She was a child, a orphan running 
  around the streets, and Lopez took her under his 
  wing and began training her.   
   
  She is 19 now, and serves as one of Lopez’s most 
  effective assassins, particularly with a rifle.   As a 
  woman, a somewhat frumpy and plain looking 
  woman, she is able to move unnoticed into enemy 
  territories.  She speaks Spanish, and English, 
  without accent, and can get by in Chinese. 
   
  Conchita Castillo is not her real name, she doesn’t 
  know her real name other than her first name is 
  Connie.  Conchita isn’t even Hispanic, she is 
  Caucasian.  She sees and treats Lopez as her 
  father, though she keeps a locket with her 
  parent’s pictures safely hidden.   
   
  Loyal and highly trained, she will obey any order 
  given without question.  She reports only to 
  Lopez, and is given a wide berth by the rest of the 
  gang.  L’il Miggy tried to order her around once, 
  she beating she gave him was severe.  When 
  Miggy was brought to Lopez he said “I should kill 
  you little ese for fucking with my girl, but she 
  took you to school herself, and I hope you learned 
  your lesson!”  This was where she acquired her 
  nickname. 
   
  While she sees Lopez as a father, he sees her as a 
  tool.  Though he will often call her his daughter, 
  and play on her feelings, at the end of the day she 
  is no less expendable then any of his top soldiers.  
  She is beginning to suspect this, especially as she 
  has seen him taking similar interest in other 
  children. 
  
   
  Page 
  155 
   
   
   
  CRUZ ARCELLA 
   
  Arcella is a artist incredibly popular with Stomp.  
  He murals are seen on all the major holdings 
  inside Stomp Territory, including the Stompanato 
  Street Apartments that serve as the gangs 
  headquarters.  When he isn’t painting one a wall, 
  he works at Aztlan Motors, a Stomp owned auto 
  repair and customization shop painting the cars, 
  trucks and motorcycles for the gang.   
   
  Cruz is incredibly laid back, and while he enjoys 
  the prominence afforded him by the gang due to 
  his talent, the gang itself means little more than 
  security and a paycheck to him.  He is unusually 
  philosophical and political, and talks at length 
  about restoring Chicano pride through culture and 
  art, and pushes for a move to get away from the 
  drugs and violence.  Lopez and the rest of Stomp 
  tolerate this, mostly due to Arcella’s popularity 
  within the community, though Lopez sees him as 
  a naïve dreamer. 
   
  Lopez has been secretly meeting with an agent, 
  who has been trying to convince Lopez to leave 
  the Zone, offering to pay for his SIN number, and 
  set him up in his own studio outside the zone.  
  The offer is very tempting to Cruz, but so far he 
  has turned it down due to fear of Lopez’s reaction. 
   
  Cruz is thin, with no cybernetics and almost zero 
  fighting skill.  He does however like to push his 
  luck by tagging buildings on the edge of Stomp 
  territory.   This has nearly gotten him killed one 
  more than one occasion.  He is very outgoing and 
  friendly, and is quick to make allies of everyone 
  he meets. 
  MARIAH JUEVOS 
   
  Mariah is a Tejano singer  at the Club Tijuana.  
  David Lopez is a fan, and has been showering her 
  with gifts, but thus far she has rebuked his 
  advances.  She has been seeing Christato Ortega 
  in secret, a move which puts both of them at risk 
  if discovered. 
   
  While she has been rejecting Lopez’s advances, 
  she has taken advantage of his protection from 
  the rest of the gang, especially L’il Miggy, who 
  had been quite vocal about his wanting to add her 
  to his stable.   
   
  Onstage Mariah is the epitome of innocence and 
  tends to sing songs of overcoming obstacles, 
  survival, love, and heartbreak.  And her voice has 
  been known to make even the most cold hearted 
  Soldado weep.  Off stage the persona is held up, 
  but she is a bit more cold and calculating, reaising 
  the danger she is in.   
   
  She has been trying to get a record contract, but 
  so far Lopez has used his influence to scare off 
  any potential agents or scouts.  Desperate, she 
  has begun flirting with Omar in the hopes he will 
  introduce her to Kingsnake, but Omar is terrified 
  of Lopez’s wrath.  She is also close friends with 
  Elizabeth Torres, and she has shared her dream of 
  escaping the Combat Zone with her. 
   
  Getting out of the Zone is Mariah’s number one 
  priority, but Mariah is S.I.N.less and too well 
  known to try to escape on her own.  
   
  
   
  Page 
  156 
   
   
   
  OMAR 
   
  Omar is one of the most popular Narcorridos 
  performers in the Zone.  His songs are factual, if 
  embellished, accounts of he gangs activities and 
  he has written several musical biographies on the 
  top leaders of Stomp, as well as several proven 
  Soldados. 
   
  Omar eschews some of the narcocorridos 
  traditions, infusing his music heavily with funk 
  and rap.  This new style, that he calls The Chicano 
  Blend,  is a large part of the reason for his 
  success, and he has recently landed a record deal 
  with Wake Up Records under the guidance of his 
  manager Kingsnake.   
   
  Omar is very young, and while he enjoys the 
  celbrity, as limited as it is so far, and the 
  protection afforded by Stomp, he has found that 
  outside the zone life is far more dangerous, as his 
  songs which have blasted rival gangs, in 
  particular Slaughterhouse have made him a 
  target.  Slaughterhouse has already made an 
  attempt on his life, crashing his release party and 
  would have killed him and his manager Kingsnake 
  has it not been for the intervention of some party 
  goers who did not appreciate the interruption of 
  the party.  Since then he prefers to remain in 
  Stomp territory, unless escorted by armed 
  bodyguards, and even then he is nervous. 
   
  Omar is young and naïve and perhaps overly 
  trusting.  His songs have made him a celebrity 
  among Stomp, and have begun catching on 
  outside the zone, especially among the latin 
  population and the younger crowd always looking 
  for a new sound. 
   
   
   
  
   
  Page 
  157 
   
   
   
  THE WALKING DEAD 
   
   
  The Walking Dead are 
  a large freelance 
  group of mercenaries 
  who have taken up 
  residence in the 
  Combat Zone.  The 
  group was originally 
  just a small group of 
  ex-military veterans 
  of the South American 
  Wars who had gone to 
  work for Militech.  But 
  after an Op went 
  sideways and they 
  barely survived after being left for dead by the 
  company, they decided to go freelance. 
   
  The group remained 
  small, under the 
  leadership of former 
  Marine Captain Ned 
  Morgan.  They 
  selected their own 
  missions, handled by 
  a former Marine 
  General turned fixer 
  named Ezekiel 
  “Pappy” Boddicker.  
  The group chose Night City to call home during 
  the down time, mostly due to Pappy owning an 
  old apartment building in the Marsten District. 
   
  When Carnival hit, the group got 
  some amount of press when they 
  successfully defended their 
  building and its residents from a 
  group of bounty hunters and the 
  roving gangs who were going 
  berserk in the Zone.  When the 
  dust settled Pappy put out the call 
  to replace several members of the 
  team who had been badly 
  wounded or killed.  The response was massive. 
  Freelance 
  mercs from all 
  over arrived 
  anxious to be 
  part of such a 
  well organized 
  group free 
  from the 
  corporate and 
  political 
  bullshit.  As 
  new people 
  signed up with 
  the Walking 
  Dead, 
  renovations 
  began on 
  Boddickers building.  It was always the largest 
  buildings in the Zone, but years of misuse and 
  neglect had been taking its toll.  With former 
  military engineers signing on, the building was 
  repaired, fortified, and reinforced.  It now serves 
  as the base of operations and the down time hub 
  for the entire group.   
   
  The building itself is about 20 percent active 
  members, with the rest of the occupants being 
  civilians who are willing to pay a higher rent for 
  the security 
  and safety the 
  Walking Dead 
  provide the 
  building.  They 
  chose not to 
  relocate after 
  the area they 
  were in was 
  walled off.  The 
  no mans land 
  status of the 
  Combat Zone 
  means no one 
  asks questions,  
  
   
  Page 
  158 
   
   
   
   
  no one complains about their gun range in the 
  basement, and no police come to investigate their 
  stockpile of weapons.  A closely guarded secret in 
  the group are secret tunnels they have arranged 
  adjacent to the sewers and storm drains that 
  allow them to smuggle weapons in and out of the 
  Zone through a storefront located north of the 
  Zone. 
   
  The group has made great 
  strides to make the group self 
  sufficient.  There is a day care 
  for the young children in the 
  building on the second floor.  A 
  bar has been built just off the 
  lobby on the ground floor.  The 
  gun range, weapon, and 
  equipment storage are in the 
  basement, as well as a large 
  common room that has been stocked with food 
  and supplies in case of siege.  The basement has 
  been fortified to serve as a bomb shelter, which 
  was one of the reasons it was such an attractive 
  location in the first place.  In addition both 
  interior and exterior cameras have been installed 
  throughout the building, and are monitored at all 
  times from the security room on the third floor. 
   
  The Walking Dead maintain 
  close ties to Shrapnel, 
  mostly out of mutual 
  respect, but also due to the 
  therapy that Shrapnel 
  offers for Cyberpsychosis, 
  an ever present threat in 
  the mercenary field.   
   
  The Walking Dead actively 
  patrol around their building, 
  position several snipers at 
  strategic locations around 
  the roof, and every exit has 
  a minimum of one guard at 
  all times.  Sometimes members of group are sent 
  along with civilians when it is necessary for them 
  to leave the building, such as to buy food or 
  medicine.  And they maintain their own armored 
  school bus to take any child whose parents wish 
  them to attend to the school maintained by The 
  Elders.     
  while they have not sought to expand their 
  territory, they are growing increasingly intolerant 
  of the war between Stomp and Slaughterhouse, 
  and any sign of either gang starting trouble near 
  their building is usually dealt with 
  overwhelmingly harshly.  Both gangs have tried to 
  hire the Walking Dead to supplement their own 
  forces, but as of yet the gang has remained 
  neutral. But in their precarious position 
  sandwiched between the two gangs territories, it 
  is only a matter of time before they will have to 
  choose a side or be swept up in the crossfire.  As 
  it stands they have already been dragged into 
  minor skirmishes between the gangs, during 
  which time they have eliminated both sides, 
  winning themselves friends among neither. 
   
  It is standard policy for the Walking Dead not to 
  accept any jobs that take place in Night City, and 
  really try to avoid anything in Northern California 
  altogether, preferring to work out of Country if 
  they can.  But if the price is right, they will listen 
  to any offer. 
   
   
  
   
  Page 
  159 
   
   
   
  WALKING DEAD TERRITORY 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 
  160 
   
   
   
  WALKING DEAD STRUCTURE 
   
   
  The Walking Dead 
  control a single but 
  massive apartment 
  complex known as 
  the Pit.  It is the 
  northern building 
  just west of the 
  center of the 
  Combat Zone on the 
  corner of Marsten 
  and Stompanato. Slaughterhouse controls 
  everything the eye can see to the west; Stomp 
  controls nearly everything east of them, with The 
  Saracens directly to the south and Shrapnel on 
  the other side of Connors Street to the southeast. 
   
  The group has abandoned 
  the official military rank 
  structure, instead opting 
  for the more casual slang 
  for ranks to refer to 
  leadership positions.  
  Members at the highest 
  levels, are just referred to 
  by their last names or 
  personal nicknames.  The 
  leader of the Walking 
  Dead is Ned Morgan, 
  commonly referred to as 
  Morgue.  Pappy is his 
  equal in the venture, but 
  almost never leaves the 
  country any more due to 
  health conditions.  Unit 
  leaders are referred to as 
  Birds, while individual unit leaders are called 
  Tops.  If there are multiple units deployed on one 
  mission, one Top will have the additional 
  designation of TOP KICK.  Everyone serving under 
  them refers to themselves as Bottoms. 
  Military service with 
  combat experience is 
  required for all members 
  of Walking Dead.  Rarely 
  exceptions are made to 
  this rule, and only after a 
  potential member are 
  observed in combat, and 
  vouched for by at least 3 
  members.  It is also 
  required that members 
  cut all affiliation to any 
  other gangs or any 
  group that could be at 
  odds or create conflict 
  within the group.  The 
  only exception to this in 
  are the gangs Shrapnel 
  and The Elders in the 
  Combat Zone, working 
  with either is considered 
  honorable and a civic 
  duty, though ties with 
  Shrapnel are sometimes strained. 
   
  While the majority of the Walking Dead are 
  usually actively deployed, or on leave elsewhere, 
  Morgan and Pappy insure that there are always at 
  least 20 members on premises.  All total there are 
  nearly 100 members of the 
  Walking Dead.  They are 
  men and women with a 
  wide range of specialties 
  and skills.  At least 2 
  netrunners are always on 
  duty at the Pit to help 
  coordinate deployed units 
  and relay information, and 
  there is always a combat 
  medic on premises as well. 
  
   
  Page 
  161 
   
   
   
  TYPICAL WALKING DEAD 
   
   
  Being primarily a freelance 
  Mercenary guild, every member of 
  Walking Dead has extensive 
  combat experience and military 
  training.  While most members of 
  the group are active, and spend 
  more of their time on assignment 
  than at home, the Pit also serves 
  as a home to retired or 
  recuperating members, offering 
  them a sense of community and 
  purpose by employing them as 
  advisers and trainers.  The pit also houses 
  members families if they have wish, though most 
  prefer to set their families up in safer more 
  accessible neighborhoods.   
   
  The civilians who live in the 
  building are offered the 
  opportunity to take classes in 
  firearm safety and shooting, as 
  well as survival training.  These 
  classes are offered free as part 
  of the rent agreement.  The 
  teaching of these classes is 
  usually relegated to newer members, both as a 
  service to the building, and so the senior 
  members of the group can judge their abilities. 
   
   
  While the group requires at 
  least some amount of combat 
  experience and military 
  service, there are many roles 
  in the group which do not 
  necessitate further combat 
  exposure.  Communications, 
  intelligence, medical, and engineering specialists, 
  mechanics, pilots, and all manner of support 
  personel are valued.  Granted, the combat 
  specialists get to take home a bigger cut, usually 
  60% of the contract fee for any given deployment, 
  as opposed to the 20% for non combat roles.  The 
  rest of the money goes into the group funds to 
  maintain equipment and other costs.  While the 
  dichotomy may seem strange, all deployment is 
  on a voluntary basis, and this arrangement has 
  made Walking Dead operatives some of the 
  highest paid and most secure freelance mercs in 
  the business. 
  The insignia, or colors, for the 
  Walking Dead is a patch of a 
  skeleton holding a drink complete 
  with umbrella and fruit wedge.  The 
  patch comes in an assortment of 
  sizes, and stickers are available as 
  well, both for personal use, as well 
  as a calling card to leave behind when necessary. 
   
   
   
  
   
  Page 
  162 
   
   
   
  NOTABLE WALKING DEAD 
   
  COMMANDER:   
  NED “MORGUE” MORGAN 
   
  Ned Morgan was career Marine.  He enlisted at 17 
  with his parent’s permission.  In the marines he 
  saw action on every continent.  He fought in both 
  South American conflicts, reaching the rank of 
  Captain.  But after being ordered to abandon 
  civilian contractors during the end of the Second 
  South American Conflict he disobeyed orders to 
  provide cover for a group moving out.  He 
  furthered disobeyed, on threat of treason, to stay 
  with the main group, providing support for the 
  duration of the Long Walk.  He would have been 
  sent to Leavenworth had it not been for the 
  intervention of the press who hailed him a hero.  
  Instead he was quietly discharged, dishonorably. 
   
  Knowing nothing but fighting, with no family to 
  return to, Morgan returned to the field as a 
  mercenary.  His actions had earned him the 
  loyalty and respect of many of his former men 
  who joined him as freelancers for hire.  Now at 
  age 51 he leads the ever expanding Walking Dead 
  with his lifelong friend and mentor Pappy. 
   
  Ned is a consummate professional, but abhors 
  cowardice and bullying, and maintains the Marine 
  dogma that you never leave a man behind.  He is 
  as loyal to his men as they are to him, and makes 
  a point to fully disclose all information about a 
  contract to the men who choose to accept it.  He 
  is a leader who commands the respect and 
  admiration of his team, and while he serves a 
  leadership role, if necessary he will strap guns on 
  and take the field himself.   
   
  He spends most of his time at the Pit, and it is at 
  his insistence that the such pains are taken to 
  keep the area directly surrounding the building 
  safe and secure, imparting the citizens of the 
  Zone to treat them as one of the gangs.  A more 
  benevolent gang, but a gang nonetheless. 
  SECOND IN COMMAND: 
  EZEKIEL “PAPPY” BODDICKER 
   
  Pappy Boddicker was a major General in the 
  Marines who began his service in Vietnam.  He 
  rose quickly through the ranks and believed 
  himself to be a lifer. He was Morgans 
  Commanding officer during the first Central 
  American Conflict, and took the younger officer 
  under his wing.  Halfway through the second 
  South American Conflict he was stricken with a 
  tropical disease that necessitated his being 
  shipped back to the states for treatment.  He 
  lived, but the damage done to his body, 
  particularly his heart, was already done.  He was 
  discharged from active duty, and had to watch 
  from his hospital bed as the US military 
  abandoned the civilian contractors.   
   
  He pulled every string he could, burning quite a 
  few bridges with his own superiors, to keep 
  Morgan from facing prison time.  Then he tried to 
  settle into a quiet life of retirement.   His wife’s 
  family were property investors in Northern 
  California, and when his wife died, the building 
  now known as the Pit was left to him, her way of 
  ensuring he would be well taken care of via the 
  rent such a large property generated.  
  Unfortunately, the building was located in 
  Marsten, and its value was declining daily as the 
  neighborhood deteriorated and was eventually 
  walled off to become the Combat Zone. 
   
  He offered the property as a home base to Morgan 
  and his men, and now using his extensive list of 
  contacts across the world, serves as the groups 
  fixer.  He presents the jobs to Morgan, and 
  together they decide whether to offer them to the 
  team.  He also arranges transportation, 
  equipment transfers, safe houses, and back-up 
  contacts.   
  
   
  Page 
  163 
   
   
   
  TOP KICK:  
  TREVOR “TWO-STEP” CARSON 
   
  Two-Step has been serving with Morgan since the 
  Second South Am conflict.  He comes from along 
  legacy of fighting men, every male member of his 
  family on his fathers side has fought in an armed 
  conflict going all the way back to the 
  revolutionary war.   
   
  When Morgan disobeyed the order to pull out and 
  leave the civilians behind, Two-Step was the first 
  to volunteer to stay behind with him.   
   
  Born and raised in Texas, Two-Step is mean and 
  anatural born fighter.  He is Morgans most trusted 
  field commander, and is trusted with the most 
  sensitive and dangerous missions.  The bottoms 
  under him consider it an honor to serve with him, 
  even though he is harsh and demands the highest 
  levels of discipline. 
   
  Two-Step is 48, and while his relationship with he 
  son is strained, he dotes on his grandson, and half 
  of every paycheck goes into a trust fund he has 
  set up for the child.  The belt buckle he wears was 
  a gift from his grandchild, an 8 year old fond of 
  superheroes.  He claims it helps remind him to do 
  the right thing. 
   
  While the people who serve under him often refer 
  to him as a mean old cuss, he is highly respected 
  and has a habit of taking younger members of the 
  Walking Dead who show promise under his wing, 
  perhaps as a means of compensating for his own 
  strained relationship with his son caused by years 
  of absence.  His son and grandson live in Night 
  City, and when he is on leave he tries to spend as 
  much time with them as he can. 
   
  TOP KICK: 
  MAYNARD “GRIZZ” GIMBLE 
   
  Maynard hails from the back woods of Kentucky 
  originally.  He signed up in the army immediately 
  after high school for the chance to get out of the 
  backwoods hell he was born into, and quickly 
  gained a reputation for his toughness and his 
  ability to survive.  After a stint in the Rangers he 
  signed up with Arasaka and served in their elite 
  Cobra unit before getting tired of the red tape and 
  corporate structure.   
   
  He hopped around for a while, at one point even 
  joining up with a group of nomad smugglers as an 
  outrider bringing drugs up from Mexico.  It was 
  between jobs in Tijuana that he met up with Two-
  Step in a dive bar.  As the two spent the evening 
  drinking they became friends, and Maynard left 
  the nomads the next day and signed up with the 
  Walking Dead.  From there he quickly proved 
  himself and surpassed expectations due to his 
  unnatural toughness.  He now serves as a Top 
  Kick with the group, and specializes in long 
  deployments in harsh conditions. 
   
  Maynard is something of a wild man, and when he 
  is not on assignment he gets bored easily and is 
  prone to partying long into the night.  He is fond 
  of hitting biker bars for the express purpose of 
  starting a fight.  His behavior is also slightly 
  racist, not out of malice or real bigotry, but out of 
  a desire to stir up trouble.  This behavior has led 
  to him having a reputation as something of a wild 
  card among the men who serve with him, and 
  while they respect him, few will socialize with him 
  outside of mission parameters. 
   
  His behavior has also been causing morgan to 
  rethink the responsibilities he ahs given Maynard, 
  and lately he has been keeping him at the Pit until 
  he ecides what course of action to take… putting 
  further strain on their relationship. 
  
   
  Page 
  164 
   
   
   
  TOP: 
  FORREST WALKER 
   
  Forrest is a younger unit leader in the Walking 
  Dead.  He is a Northern California native, and was 
  a star quarterback in high school.  He joined the 
  Army for the adventure, and eventually went on 
  to become a member of Delta Force.  He served 
  two tours in Africa before coming to the 
  conclusion that he didn’t believe in the causes he 
  was fighting for, and decided if he was going to 
  fight, he might as well be paid what he felt he was 
  worth.  After his discharge papers came through 
  he actively sought out the Walking Dead, that was 
  2 years ago.   
   
  Since then Forrest has become a capable Top, and 
  maintains an air of professionalism.  He prefers 
  short hit and run style excursions to extended 
  time in the field, claiming that too much time in 
  any one place gets boring. 
   
  While in town between jobs, he stays at the Pit, 
  but usually has one or two women around the city 
  at any given time who he actually spends most of 
  his evenings with. 
   
  Forrest is a bit impetuous and headstrong, and 
  has come close to disobeying directives from his 
  Top Kick, which have definitely been noticed by 
  Morgan and Pappy.  However as he is the first 
  step up for the most dangerous contracts, they 
  haven held off intervening.   
   
  TOP: 
  LINDA JONAS 
   
  Linda Jonas grew up with her father, a police 
  officer in Night City.  She joined the Marines to 
  follow in his footsteps.  He was severely injured 
  during Carnival 4 years ago when a small group of 
  men tried to break out of the Combat Zone.  She 
  left the military as soon as her tour was up, and 
  returned to Night City to take care of her father.  
  It was during this time she began wandering the 
  Zone, trying to find the men who hurt her father 
  and escaped.  What she found instead, were the 
  Walking Dead, who had set up right next to the 
  Zone entrance her father was injured at.   
   
  She spoke with some of the officers who were 
  there that day, and deiscovered that it was 
  Morgan and Pappy who intervened, saving her 
  fathers life.   
   
  Linda has been serving with the Walking Dead 
  ever since.  Her father resides in the Pit, and 
  while she has plenty of combat experience, she 
  acts as the local security chief.  Occasionally she 
  takes contracts, but usually only for brief body 
  guard stints or other jobs that will not keep her 
  away for long. 
   
  Though she hides it well, she is in love with 
  Morgan.  He is unaware of this, but it has not 
  escaped Pappy’s notice, or her Fathers.   
   
  Linda is utterly loyal to Morgan and the Dead, and 
  takes her position carefully.  All matter relating to 
  security of the building and the surrounding area 
  are her responsibility, and she has many times 
  expressed a desire for the Walking Dead to 
  expand their territory into areas held by Stomp. 
   
  
   
  Page 
  165 
   
   
   
  SAM “HOUND “NICKOLS / DENNY “FOX” TRASK 
   
  Known as the Fox and the Hound, these two men 
  always work as a team, and have been partners 
  since they first met in S.E.A.L. training.  Their tour 
  with the navy, though eventful, came to a 
  crashing halt when were discharged for disorderly 
  conduct, mainly Hound starting a fight in the 
  officers mess after an op went south and the rest 
  of their their team were killed.   
   
  After their military career went ended, they joined 
  the NCPD, going straight to C-SWAT.  That only 
  lasted about two years, when Fox was fired for 
  using excessive force. 
   
  They had heard about The Walking dead from a 
  friend on the force, and gave it a try.  That was a 
  year ago, and so far it suits them.   
   
  Because they only operate as a team, as 
  stipulated in their contract, and have a reputation 
  for being somewhat hotheaded and reckless, the 
  number of contracts they are able to take on is 
  somewhat limited, and they spend as much time 
  at the Pit as they do on assignment. 
   
  Hound is the more deliberate of the two, his 
  actions are calculated and his personality is 
  somewhat reserved, but he does not take a slight 
  lightly, andhis personal code of honor has been 
  known to override his orders.  Fox is the hothead, 
  arrogant and prone to quick response.  When in 
  the field they are consummate professionals, but 
  during downtime they are known to bicker 
  constantly. 
  CRAIG “SQUIRREL” SHIRLEY 
   
  Squirrel was a communications specialist on an 
  Air Force Search and Rescue team who made a 
  name for himself due to his ingenuity and quick 
  thinking.  Always an RC hobbyist, he once hacked 
  an enemies Drone, and turned their own air 
  support against them. 
   
  The details of his discharge are classified, 
  however most believe it has something to do with 
  an Air Force URV being used to take some rather 
  incriminating photo’s of a Senator and an 
  Indonesian human trafficker. 
   
  Squirrel was the first Netrunner brought on board 
  by the Walking Dead, and is in charge of their 
  communications, as well as intelligence.  While he 
  has certainly seen his share of combat, his role 
  now keeps him in the Pit almost entirely.   
   
  In his downtime he is still an RC enthusiast, and 
  has amassed a frightening collection of RC cars, 
  planes, helicopters, and boats, all retasked for 
  surveillance or attack. 
   
  Squirrel is an easygoing man, 
  quick to laugh, and he gets 
  an almost childlike glee out 
  of particularly dangerous 
  hacks or when creating his 
  toys.  While it is forbidden to 
  be affiliated with any other 
  gang while serving with the 
  Walking Dead, Squirrel has 
  been known to secretly work 
  with the Digital Renegades 
  using the handle 
  “Ru6y_R3d_Ryd3r”.  His 
  girlfriend is a full fledged 
  member of the Renegades, 
  and they met while shopping 
  in a flea market for old RC 
  toys. 
  
   
  Page 
  166 
   
   
   
  KISA “KABUKI” ATSU 
   
  Kisa is another former Arasaka operative.  Her 
  ethnicity is either Japanese or Korean, or perhaps 
  a mix.  She was abandoned at a very early age, 
  given over to an Arasaka controlled orphanage in 
  Kyoto.   Arasaka provided her with the basic 
  needs and education, until she showed a 
  propensity for violence and tactical thinking.  At 
  12 she was transferred to an Arasaka Security 
  training center.  Her education there was 
  intensive consisting of rigorous combat training 
  mixed with social education and languages.  At 14 
  her studies became more diverse, she was taught 
  the arts, specifically to play violin and piano, 
  calligraphy and painting, dance, and etiquette.  
  She was also trained in the arts of seduction, 
  stealth, and picking locks and pockets.   Even in 
  her sleep she was subjected to braindrance 
  training. 
   
  By the age of 19, Kisa was a dangerous woman, 
  proficient in all nato and warsaw pact weapons, 
  and was an expert in 3 martial arts.  She could 
  speak 5 languages fluently and was conversant in 
  another 6.  She could pilot all manner of aircraft, 
  and could disappear into a population at a 
  moments notice.   She soon found herself as one 
  of Arasaka’s topoperatives. 
   
  She obeyed orders without question until she was 
  ordered to kill the young son of an executive who 
  was suspected to selling sensitive information to 
  a rival company.  Rather than kill the boy, she 
  went on the run.  She fled across the world, with 
  Arasaka, and the Executive who ordered the boys 
  death, hunting her at every turn.  She was in 
  Jamaica when she met Fox and Hound, who 
  convinced her to join the Walking Dead. 
   
  She is now perhaps the most dangerous individual 
  in the organization, but the 
  number of contracts she can 
  fulfill is limited without putting 
  her in danger of discovery by 
  her former employers.  As such 
  she spends much of her time in 
  the Pit, training anyone who 
  wishes to learn, while trying to 
  formulate a plan to take the 
  fight to Arasaka or stop them 
  from hunting her. 
  DWAYNE “D-DAY” MORRIS 
   
  D-Day was a suburban kid growing up in 
  Minnesota.  For him life revolved around football 
  and women.  He was set to go to college on a full 
  scholarship when he lost it all after the team was 
  investigated for steroid abuse.  Though D-Day had 
  never used steroids, the reputation by association 
  was enough to make the college revoke his 
  scholarship.  So he joined the Army. 
   
  He distinguished himself in combat while serving 
  in the Democratic Republic of Congo, but was 
  confused, as were most of the soldiers, about 
  what he was even doing there.   
   
  He opted out and went back to the states, finding 
  a job with the NCPD as a SWAT member.  He liked 
  the action and the discipline, but felt that he could 
  be doing something else.  He was recruited by 
  Morgan 3 years ago. 
   
  D-Day is a large and intimidating man, he often 
  serves as the support gunner 
  when on assignment, and when 
  back home he takes care of his 
  girlfriend Nina and their young 
  son Turner.  To focus on his 
  family he has lately only been 
  taking on quick jobs, 
  particularly high risk jobs with 
  a big payout, in the hopes of 
  providing his son with more 
  than he had.  While he and Nina 
  talk of marriage, he has been 
  looking at a home in the 
  suburbs, to provide a safer life 
  for his son than the Combat 
  Zone.   
  
   
  Page 
  167 
   
   
   
  VICTOR “ALBATROSS” PORENO 
   
  Albatross is a former Mexican Military pilot.  He 
  saw plenty of action flying attack helicopters 
  against narco cartels in Mexico but quit when he 
  realized how little he was being paid.  He went 
  freelance for a while before hooking up with the 
  Walking Dead.  Now he serves as their main 
  transport pilot, flying the groups Russian B-12 
  amphibious cargo plane he has nicknamed “Baby 
  Huey”. 
   
  Albatross gets his name not from a inability to 
  land, but rather from the ability to seemingly limp 
  any plane, no matter how badly damaged, in or a 
  landing you can walk away from, even if its not 
  pretty. 
   
  Albatross is friendly outgoing, and something of a 
  braggart.  He also believes he can sing, and has a 
  tendency to treat the intercom, and occasionally 
  the radio, as 
  his own open 
  mic.  On leave 
  he can usually 
  be found in 
  the lounge of 
  the Pit, 
  hogging the 
  Karaoke 
  machine.  
   
   
   
   
   
   
   
   
   
   
  
   
  Page 
  168 
   
   
   
  YELLOW MOON SOCIETY 
   
   
  As in many places, 
  the Asians in the 
  Combat Zone tend 
  to stick together 
  in a small 
  community known 
  almost universally 
  as Rice Town.  The 
  Yellow Moon 
  Society holds 
  sway over 
  everything that happens in this community.   The 
  gang, as well as the Asian Combat Zone 
  community itself, is made up of ethnicities from 
  across Asia, but while there are Japanese, 
  Koreans and Chinese, the majority are Thai, 
  Vietnamese, and Filipino.  
   
  Nothing happens in Rice Town that the Yellow 
  Moon Society does not have their hand in, and 
  virtually ever resident there is considered in one 
  way or another to be a member.  The inhabitants 
  of Rice Town are made up mostly of unregistered 
  and undocumented immigrants, exiles from the 
  various Asian communities in the city, or criminals 
  who are on the run but lack the support or 
  opportunity to flee the city.   
   
  Rice Town, is one 
  of the newer 
  communities in 
  the Zone.  While 
  there were some 
  Asians living in 
  the area before 
  the wall went up, 
  the vast majority 
  of the community 
  has arrived in the 
  four years since.   
  They have renovated the old buildings in their 
  area, turf they negotiated for with Slaughterhouse 
  in exchange for setting up Slaughterhouse with 
  their Triad gun connections.   
   
  The Triads and the 
  Yellow Moon 
  Society would have 
  preferred to take 
  over the drug and 
  gun rackets in the 
  Zone themselves, 
  but they knew they 
  were no match for 
  Slaughterhouse and 
  Stomp, especially 
  once the 2-3 Set 
  and their Russian 
  connections began backing Stomp Street.  For 
  now the Yellow Moon Society bides their time and 
  waits for Stomp and Slaughterhouse to kill each 
  other off, and hope that by that time their 
  numbers have increased enough to take out 
  whoever is left standing.  They are walking a 
  Razors edge but they see it as using 
  Slaughterhouse to further their own goals, and 
  while Yellow Moon may not be getting 
  as much out of it as they want, it’s 
  where the profit is for the triads.  Their 
  tag is the Chinese Zodiac, and their 
  colors are red and yellow, but they 
  only wear them for ceremonies. 
   
  The Yellow Moon society 
  offers the Zone the Rice 
  Town markets, where 
  smuggled goods, 
  especially electronics, 
  can be easily purchased 
  for the right price, 
  usually at around a 50% markup.  The gang also 
  deals in bootleg media and has the best selection 
  in the Zone. 
   
  While Stomp and Slaughterhouse fight over the 
  Synthcoke and derivative drugs being distributed 
  in the zone, Yellow Moon controls the opiate 
  trade, and they do so almost exclusively.  Inside 
  the community they also deal in exotic “medicine” 
  often made from endangered animals and plants.   
  
   
  Page 
  169 
   
   
   
  The Yellow 
  Moon Brothel is 
  an excellent 
  source of 
  revenue for the 
  gang, but is 
  something akin 
  to hell.  The 
  girls and boys 
  working there 
  mostly come 
  from the 
  brothels of 
  other Asian 
  communities, 
  and are seen by 
  them as a way 
  to dispose of 
  girls who have 
  been to ill used, gotten sick, or who are seen as 
  troublemakers.  The Yellow Moon prostitutes are 
  beaten, abused and forcibly addicted to drugs to 
  keep them compliant.  The survival rate among 
  these men and women is very short, as they are 
  used up and discarded, or take their own lives. 
   
  The gang is led by 
  Uncle Fish, a 
  Vietnamese man some 
  claim to be 123 years 
  old.  Grandfather Fish 
  led a smuggling 
  operation out of Lost 
  Angeles for years, 
  before things got too 
  hairy in the sunken 
  city.  He fled to Night 
  City after Carnival and began setting up shop.  
  The man has no morals whatsoever, but he places 
  a very high importance on honor and that the 
  measure of a man is his ability to make good on 
  his word.  What he lacks in morals he more than 
  makes up for in sons.  At last count Uncle Fish 
  claimed 24 living sons and daughters and 62 
  living grandchildren. 
   
  The soldiers of Yellow Moon 
  are generally between the 
  ages of 14 and 30, and its 
  members are required to 
  undergo a ceremony 
  whereupon they devote 
  themselves completely to the 
  organization.  Life itself of a 
  member of Yellow Moon now 
  belongs to Uncle Fish and his 
  headmen, to be used or even 
  sacrificed at their whim.  And 
  death is a common 
  punishment for failure, or 
  even displeasure.  The 
  soldiers are practicing martial 
  artists, and are always armed 
  with at least a melee weapon, 
  but handguns and assault 
  weapon are common among 
  higher ranking members.   
  YELLOW MOON SOCIETY TERRITORY 
   
  The Yellow Moon Society territory lies on the 
  western edge of the Combat Zone and is bordered 
  by Slaughterhouse and Hard 8. 
   
   
   
  
   
  Page 
  170 
   
   
   
  ZONE RATS 
   
   
  The Zone Rats are 
  technically a 
  Cauldron gang, 
  but unlike the 
  other gangs in the 
  cauldron, their 
  activities are not 
  limited to their 
  building.  Instead, 
  the zone rats 
  control possibly 
  more territory 
  than any other 
  gang in the Zone… 
  the underground 
  labyrinth of sewers, storm drains, and service 
  tunnels that litter the ground beneath the Combat 
  Zone. 
   
  The streets of the 
  Zone aren’t safe, and 
  between dodging 
  gunfire, trying to keep 
  out of the hands of 
  predators, and trying 
  to avoid the near 
  endless pressures to 
  join one of the many 
  violent gangs in the 
  Zone is a very difficult 
  thing to accomplish.  
  The tunnels beneath the Zone aren’t much safer, 
  the air is stale and foul, god knows what is in that 
  water, and there are things in the shadows, 
  dangerous things.  But it beats getting shot and 
  bleeding to death in an alley, or worse.  So the 
  Zone Rats tend to attract a lot of kids, especially 
  homeless kids or kids who just really aren’t down 
  with the violence of the surface gangs.  Not to say 
  that the Rats can’t perpetrate violence of their 
  own, but that’s not what they are about. 
  What the Zone Rats are 
  about, primarily, is acting as 
  the technical arm in the 
  zone for the Digital 
  Renegades.  In fact, it could 
  very easily be said that the 
  Rats are actually part of the 
  Renegades, as its certainly 
  where they get most of their 
  equipment, food, and 
  money.  The Rats use their 
  underground labyrinth to 
  move from place to place 
  across the Zone, repairing 
  Renegade transmitters and signal boosters, 
  running cable, and doing the physical work in 
  maintaining the utilities the Renegades keep 
  going in the Zone despite the cities best efforts to 
  shut them down. 
   
  The Zone Rats also act as a smuggling ring, 
  moving people and goods through the tunnels 
  across the zone, and even out of it.  Most of the 
  sewers, drains, and tunnels into the zone are 
  gated shut, with sensors and automated guns to 
  keep the criminals in the zone from getting out.  
  With the Renegades help, 
  certain key tunnels have been 
  hacked and are operable, by 
  Rats equipped with special 
  RFID tags.  The tags are 
  identical to the cookie cutter 
  badges worn by police, and the 
  automated guns will not fire 
  upon anyone wearing them, 
  nor will the sensors (heat and 
  movement) be triggered.  
  Because of this, the Zone Rats 
  are the only gang in the city 
  who can more in and out of the 
  zone at their leisure. 
  
   
  Page 
  171 
   
   
   
  The Zone Rats 
  were originally 
  a group of kids 
  based out of on 
  of the Cauldron 
  buildings.  
  Before things 
  became to bad, 
  the residents of 
  the building would give them pretty much the run 
  of the entire building while they were at work, or 
  just to get them out of the house.  Their was a 
  maintenance man in the building, Old Joe, who 
  took a shine to them, 
  and began teaching 
  them all the in ands 
  outs of the building, 
  and teaching them how 
  to perform the 
  maintenance on the 
  buildings old pipes, 
  boilers, and electrical 
  systems.  When 
  Carnival came, most of 
  the people who lived in 
  the building had moved 
  out, but a few of the 
  kids had families who had either died or who were 
  wanted criminals.  Old Joe barricaded the kids in 
  the building into the basement when Carnival 
  Started, and he and the other few adult residents 
  tried to barricade the first couple of floors.  
  Unfortunately, a group of headhunters made it 
  into the building; the residents put up a fight but 
  were either killed or 
  taken.  Old Joe died 
  defending the 
  entrance to the 
  basement, his last 
  words of instruction 
  were to tell the kids 
  to use the sewer 
  access hatch in the 
  basement to escape. 
   
  When the smoke cleared and 
  Carnival Ended, the kids, 
  with the help of Replay and 
  other Renegades, repaired 
  and resealed the first 3 
  floors of the building, as the 
  other buildings in the 
  cauldron quickly devolved 
  into shooting galleries of 
  gangs fighting for control.  
  Since then the Zone Rats and 
  the Renegades have shared a 
  strong reliance on each other 
  in the Zone.  The rats now 
  have complete control over 
  their building, and they and 
  a select few Renegades are 
  the only ones who know the 
  secret, and mostly 
  underground, entrances to 
  the building.  While helping them set the place up, 
  Renegade set up secret cameras in the building to 
  make sure the kids weren’t 
  doing anything to crazy, 
  and the Renegades 
  personally interview 
  anyone over the age of 15 
  who joins up with the 
  Rats, occasionally planting 
  their own people inside 
  just to make sure 
  everything is safe and the 
  kids are killing each other. 
   
  The average age of a Rat is 
  between 10 and 20, and 
  while they have a handful of 
  older members they mostly 
  act as teachers, or are there 
  for the more dangerous jobs.  
  As stated some of these 
  adults are plants by the 
  Renegades, and are their to 
  act more as den surrogate 
  parents and teachers than 
  anything else.   Many of the 
  kids choose to go to the 
  Elders controlled school, but 
  most do not.  There are about 60 
  Zone Rats total, but the 
  numbers fluctuate often as kids 
  come and go.  Membership is 
  open to any kid, and the only 
  requirements are that you have 
  to be able to share and you have 
  to be able to get along.  There 
  are even a few families who 
  claim membership. 
   
  The Zone Rats have access to a 
  very small number of firearms, 
  mostly cheap handguns they have 
  found or traded for, but the 
  majority of their weapons are 
  melee weapons, as some of the 
  gases below the streets make for 
  explosive environments if a 
  gunshot were to go off.  They also 
  prefer melee weapons and bows, 
  crossbows, slings and thrown 
  weapons because they are silent, 
  and remaining undetected is how 
  the Rats are able to move around.  
  The rats are also extremely adept 
  at leaving behind booby traps, 
  some relatively harmless, others 
  wickedly lethal.  The 
  Dee-Zees have begun 
  moving about in 
  these tunnels as well, 
  possibly due to them 
  capturing and turning 
  a Rat.  The Rats have 
  become extremely 
  cautious lately, 
  especially when 
  moving through Dead 
  Zoner territory. 
   
  
   
  Page 
  172 
   
   
   
  The Zone Rats 
  typically look to 
  the Renegades 
  for overall 
  leadership and 
  direction, but 
  during 
  expeditions and 
  when running 
  around 
  leadership of 
  smaller groups 
  generally tends 
  to fall to either 
  the eldest 
  member present or the most experienced.  While 
  many members of the group have personal tags, 
  which they use to 
  mark tunnels they 
  have explored or 
  discovered, the only 
  universal gang tag is a 
  crudely painted image 
  of a rat, or sometimes 
  a real dead rat is 
  hung, if a point really 
  has to be made.  They 
  have no uniform 
  clothes, although all 
  members tend to smell 
  something fierce.   
   
  Above ground, as stated, 
  Zone Rat territory consists 
  of little more than their 
  own building, just north of 
  the Rengades building in 
  the Cauldron.  Below 
  ground their territory 
  extends far beyond the 
  walls of the Zone.  Some 
  Rats claim they have used the tunnels to travel as 
  far north as the Marina, and as far south as the 
  suburbs.  Other Rats tell of strange and horrible 
  things going on in the sewers.  Even the ones who 
  do venture outside the zone will not go anywhere 
  near the tunnels 
  around the university 
  district.  They say 
  there are monsters 
  there, and 
  sometimes, singing 
  or chanting can be 
  heard.  Other times, 
  they hear screams. 
   
  ZONE RAT TERRITORY 
   
   
   
   
   
  
   
  Page 
  173 
   
   
   
  THE GAUNTLET 
   
   
  The Gauntlet is 
  a 6 block square 
  of turf along the 
  eastern wall of 
  the Zone and 
  it’s the home to 
  several minor 
  gangs who constantly fight over territory.  Turf 
  boundaries change from one block to the next, 
  and just as one gang is wiped out a new one takes 
  its place.   
   
  The gangs of the Gauntlet 
  are so tightly condensed that 
  keeping track of them and 
  their movements is next to 
  impossible.  What might be a 
  safe street one week can 
  turn into a war zone at a moments notice.  Few 
  gangs in the Gauntlet rely on ethnic or cultural 
  lines to define them and most are just small 
  groups scrambling for scraps.  It doesn’t help that 
  the area is sandwiched between Stomp to the east 
  and Maelstrom to the South, two of the largest 
  and most violent gangs in the Zone.  To the north 
  lies Bushido, who don’t directly threaten them, 
  but have a very low tolerance for anyone 
  intruding on their territory. 
   
  The Gauntlet is the most chaotic place in the zone.  
  Non-gang affiliated 
  citizens who live here 
  do their best to keep 
  their heads low and 
  rarely venture 
  outside once the sun 
  goes down.    
  While most of the gangs 
  in the area disappear 
  almost as quickly as they 
  form, the last remnants of 
  some of the older more powerful gangs can still 
  be found squatting in the Cauldron.  Blood and 
  Tears (see Night City) is one of the oldest gangs 
  in the Zone, and while their numbers have 
  dwindled to an estimated 30, they have survived 
  by remaining adaptable and by moving constantly.  
  Warrior Hearts (see CP 2020) still have about a 
  dozen members and currently claim the 
  southwest corner of the Gauntlet as their own.  
  The Steel Slaughter Slammers (see CP 2020), or 
  what’s left of them, about 18 members, can be 
  found here as well, trying desperately to avoid 
  Maelstrom.  Other gangs come 
  and go, some join forces, some 
  just dissolve, most get wiped out.  
  The Cauldron is unforgiving.  
  Thins are so desperate for most 
  gangs in the Gauntlet, that firearms are almost 
  unheard of, instead they rely on hand to hand and 
  vicious melee weapons to fight most of their 
  battles, saving their guns for when larger outside 
  gangs try and move in.  As unlikely as it sounds 
  that any of these gangs would work together, if 
  outside gangs, or police, try to move in on the 
  cauldron, they will stop their animosities to 
  combat the larger threat… the end result of the 
  gangs of the Gauntlet being pushed as far as they 
  are willing to go. 
   
   
  
   
  Page 
  174 
   
   
   
  THE CAULDRON 
   
   
  Like The Gauntlet, the Cauldron is a no mans land 
  of minor gangs and utter chaos.  Consisting of a 
  large block containing 7 large tenement buildings 
  left over from the original city construction, these 
  buildings are rat’s nests of depravity, violence, 
  and desperation.  The rest of the buildings have 
  been taken over by individual gangs, sometimes 
  several per building.  These days only junkies and 
  the most desperate of homeless cohabitate with 
  the gangs in these buildings.  The courtyards 
  surrounding the buildings are shadowed filled 
  places of death, even during the day… avoid the 
  Cauldron at all costs. 
   
  The building on the 
  Northwest corner has been 
  taken over by the Blood 
  Razors (see CP 2020), 
  whose numbers are but a 
  fraction of what they were 
  4 years ago before their 
  clashes with the police 
  pushed them into the Zone 
  and Carnival whittled them 
  down to around 75 members.  They are the 
  largest, most violent gang in the Cauldron, but 
  they have become all but shut in to the confines 
  of the complex, as none of the gangs outside the 
  Cauldron will tolerate their presence. 
   
  The Northeast corner 
  building has been taken 
  over by the Black Doves 
  (see Protect and Serve).  
  Never a big gang, their 
  numbers are around 50 
  now and somehow holding steady.  The Doves still 
  have civilians living in the middle floors of their 
  building, mostly elderly and addicts, with no place 
  else to go, even in the Zone.  They extort these 
  people for passage in and out of the building. 
   
  The building in the northern center is 
  the smallest, and holds 2 nihilist 
  gangs, Death In The Afternoon (see 
  Night City) and the Wire Cult (see 
  Forlorn Hope).  The groups holed up 
  together during Carnival and just 
  never left.  You would think that 
  after all this time they would simply have joined 
  into one gang, but instead they continue to wear 
  separate colors and inhabit different floors, with 
  Wire taking up the top floors, and Death laying 
  claim to the first floors and the basement.  A 
  dorpher gang called The Bonedaddy’s runs the 
  middle floors, keeping the two gangs and much of 
  the surrounding area supplied with cheap horrible 
  quality street chems. 
   
  The central building has been 
  taken over by the Leatherneck 
  Legion (see Streetfighting) a 
  bunch of whacked out Vets with a 
  fetish for heavy weapons and a 
  serious jones for combat drugs.  
  The have sniper positions set up 
  all over the building and like to take potshots at 
  the other buildings for fun. 
   
  The building in the center west 
  houses a group of junk chemists 
  and junkies known as the Juicers 
  (see Streetfighting).  The other 
  gangs tolerate them because they 
  make black lace and blue ice, but if 
  the supply gets short it’s a race to 
  see which gang raids them first.  
  The cohabitate with Klash and The 
  Sisters (see streetfighting).  After beating their 
  longtime rivals the Razor Boyz, Klash’s numbers 
  were decimated when they tried to stand up to 
  Slaughterhouse.  The Sisters are the only real 
  threat in the building, and they tolerate the 
  juicers for the drugs, and Klash over nostalgia and 
  sentiment.  The sisters have been actively trying 
  to get away from the building and join the Furies, 
  but the Furies want little to do with a gang who 
  trades their loyalties so freely. There are about 60 
  members between the three gangs, with the 
  Juicers numbers making up at least half that 
  number.   
   
  The lowest building in the 
  Cauldron is home to the 
  truly deranged.  No less 
  than seven gangs hole up 
  in here, each barely 
  tolerating the other, each made of up small crews 
  who get by on theft and murder to acquire 
  whatever drugs they can. 
  
   
  Page 
  175 
   
   
   
  Written By Deric Bernier, (with gangs and locations created by R. Talsorian Games, Atlas Games, Interface Magazine, and Iaunus Games).  
  Images from Deric Bernier, R. Talsorian Games, Interface, Mad Max, The Road Warrior, Mad Max Beyond Thunderdome, Warriors of the 
  21st Century, Transmetropolitan, Afro Samurai, Mazinger, The Last Dragon, Black Belt Jones, Black Samurai, Double Dragon, Capcom, 
  Virtua Fighter, Streetfighter, Tekken, King Of Fighters, Fatal Fury, Fist Of The North Star, Red Alert, Dead End Drive-In, Shadowrun, 
  Reklamation, Cyborg OEDO, Metro, Borderlands, Clockwork Orange, The Hills Have Eyes, Below Zero, Fallen Earth, Deadlands: Hell On 
  Earth, Rifts, Gurps, The Barbarians, Rage, Fallout, Weird Science, Netrunner, Cyberpunk CCG, Marvel Comics, Ultimates, Tron, Cowboy 
  Bebop, Android, Mafia Wars, Deus Ex, DC Comics, Shazam, Cowboy Bebop, Ghost In The Shell, Appleseed, Breaker, Breaker: New Waves, 
  Parasite Dolls, AD Police, Circuitry Man, Purge, Crimecraft, Saints Row, Grand Theft Auto, Star Wars, Crude buster, Two Crude Dudes, 
  Road Avenger, Renegade, All Points Bulletin, C.O.P.S., Bionic Commando, Negative Burn, Wildcats, Superman, Neon Cyber, Darkminds, 
  Megazone 23, Wolverine, X-men, The Warriors, Streets Of Fire, Class Of 1984, Class of 1999, Karate Warrior, Metal Gear, 2020 Visions, 
  Bubblegum Crisis, Bubblegum Crash, Mortal Kombat, Crime Life, Fast And The Furious, GI Joe, Earthrise, The Club, The Suffering, 
  Machete, Desperado, Blood In Blood Out, Mi Vida Loca, Brazil, City Of God, Crank, Falling Down, Gang City, Akira, Army Of One, NYC 
  Mech, Brink, Set It Off, Assault On Precinct 13, Glen and Randal, Brawling Bouncers, Bitch Slap, Nemesis, Suckerpunch, Batman, Wasteland 
  Empires, What If, Terminator, Resident Evil, Warlands, Exterminators 3000, Burning Man, Weapon Brown, Urban Warriors, Hard Boiled, 
  Arachnophobia, Fallen Skies, Land Of The Dead, Empty Zone, Training Day, Big Trouble In Little China, Tank Girl, The New Barbarians, 
  Gangs Of new York, Back To The Future 2, Savage Tales, Appleseed, Ride To Hell, Solar Babies, Spy Hunter, Metro 2033, Cyberspace, Road 
  Warrior Weekend, Road War, D20 Future, D20 Apocalypse, Dethkillers, Massive Black, Twilight 2000,Adam Warren, Raben AAS, Wry1, 
  Dmitrys, Adam Hughes, Quellion, Bordon, Timur Mutsaev,  Cellfaces, Aleksi, Francis001, Gasket, Shiramune,  Endo 74, Aaron Beck, 
  Mohzart, Livingrope, Dingo107, Nanavuut, Jani Hamalainen, Clement_Suave, Kishin007, Roboto_Kun, Quiros, JesserZZZ, 
  NekoxxxNightmare, Josuhemaiz, AkaiSoul, Xadhoom, Carlos Cavalcante, Matt Bradbury, Akuma_Motarasutsumi, Bristow Bailey, 
  Moongrape, N_Mel, Kieron Gillen, Angelero,  Likodemus, Dead Dreamer, ShelestovV, LostSoulsArt, Riq, Dave Allsop, OmeN2501, Techtonic, 
  Raven1303, Kazroth, Unhappy_Girl, Rosien_HoH, DOQ_666, The_A_Factory, den89, ichitakaseto-d3fwrw4, SC4V3NG3R, Ricochet188, 
  Viviane, KFoster, Superhawkins, Jager375, Shed2602, Vinicius Menezes, Juhoham, Rubin Cubiles, Bstart, Raultrevino, Johnjackman, Chiara 
  Pasquini, Dweller, RodoxDesign, Lethorgius, Ilog, Grusborg, Chow120, Tom Baxa, Pushpinder Singh, The Elysian, Misterho, Adonihs, Jasson, 
  AKnox, Obeythekiwi, Andree Wallin, Fuchsiart, Garang76, Spiral Dance Studio, Dingo107, Nick Egberts, Acidlullaby, Orellana, Photoport, 
  Wyldekarde, Knightwatch, Zalas, Mothbot, Horrified Survivor, WarmGunMod, Salemburn, Avonius, Avalonfilth, Wildlifehoodoo, Raetjor, 
  Cellar, Skam4, Grinch_7, Patc_14, Echo_x, Bqw-d4822kt, Nickykcin, Scruffyronin, Poibuts, Archipelo, Maria William, Adonhis, A. 
  Baldasseroni, Britnerfmogul, Udoncrew, Artbytheo, Luis Royo, Richard Daborn, atomhawk, Jaime Jones, Jan Ditlev, El Pinoy, Chonastock, 
  Other Unicorn, Joe Clucher, Jacobcharlesdietz, Tim Okamura, Ghostronix, Psychofish, Polaris Pirate, Storm X, Januszwyrzykowski, 
  Brokenhill, Bokuman, The Vigil, Tariq12, Lazeedog, Idomuchris, Remichan, Timur Mutsaev, Joe Leder, Johan Bergstrom, 
  madmaxmovies.com, Humvee driver, Laurent, Barry Harker, and various other unknown films, anime, comics, artists, and car customizers. 
   
  For more of the best Cyberpunk 2020 goodness available, go to 
   
   
  http://datafortress2020.110mb.com/ 
  To e-mail the author: 
  droc@mc2k.com 
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Datafortress 2020 - Night City Guide Vol 64 The Combat Zone.pdf