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Cazadores v.04 - The Adversary (Compressed)
Cazadores v.04 - The Adversary (Compressed)
The AdversarY
jose espinoza
matachin games
CAZADORES
The Adversary
A Cooperative Miniatures Game of Daring Hunts
Anyone may also publish free or commercial material that declares compatibility with
“Cazadores” without express written permission from Matachin Games, but must
declare that the work is not affiliated with Matachin Games in the published material
and on any websites from which the product is distributed or sold.
Fonts: Alegreya (Sans, Small Capitals, and other variations) and Montserrat.
Inspiration
This game is built upon the innovations, thrills, and genius of a host of other games
and pieces of media. To the best of the author’s abilities, connections between this
game and these various works are drawn in Appendix N.
Playtest v.04
TABLE OF CONTENTS
INTRODUCTION 1
USING THIS BOOK 1
FOE MECHANICS 2
FOES 2
Attributes 2
Foe Types & Decision Trees 2
The Adversary Deck 4
ACTIONS 10
ADVERSARIES 8
AN ACCURSED CONSTRUCT 9
THE CONSTANT EMPEROR’S PRAETORIANS 11
A CREATURE WREATHED IN LIGHT 13
A NEONATE WURM 15
THE WANDERING SON OF THE MOUNTAIN 17
ADVERSARY SHEETS 18
CHANGELOG 25
INTRODUCTION
Each Adversary is unique, armed with knowledge and abilities that set it apart from
other earthly creatures. However, all Adversaries are immune to the effects of
Difficult and D
angerous Terrain and, despite a Pack’s numbers, they are never
considered Surrounded.
In Foe Mechanics, you’ll find the most important rules that affect Foes, already
contained in the book of T he Hunter, reprinted here for easy reference.
In Adversaries, you’ll find an account of all the Adversaries known to the keepers of the
Hunt. In A dversary Sheets, you’ll also find a pre-filled Model Sheet for each Adversary
in this book so that you can print or photocopy it for use at the table.
Lastly, in Creating Adversaries, you’ll find some rough guidelines for you to tap into the
whirling nightmares and horrors of the Hunt in your own mind.
1
FOE MECHANICS
FOES
The F
oes opposing the Cazadores are defined with less detail but with all the
Attributes required to be worthy opponents. Foes’ A ctions are determined using F
oe
Type, Decision Trees, and the Adversary Deck.
Attributes
All F
oes are defined by a condensed list of Attributes:
◈ Speed (SPD): Q uickness and how far it can move in one Action in inches.
◈ Attack (ATK): Ferocity in close (Melee) a nd ranged (Shooting) combat.
◈ Range (RNG): Reach in close combat, often modified if the Model has access
to S
hooting Attacks.
◈ Terror (TER): Unnatural power, used to terrify and clear Conditions.
◈ Defence (DEF): Physical agility and strength, defining its capacity to defend
itself against A
ttacks, traps, etc.
◈ Wounds (WND): P hysical health.
2
Determining Aggro
Whenever there are multiple possible Targets for a Foe’s actions, the players
determine Aggro, according to Foe Type, in order to select a final Target. Ties are
broken randomly by rolling a d10.
◈ Aggressive (♠) : H ostile Model within 10”, LOS, and most WNDs remaining.
◈ Defensive (♦): Hostile Model within 10”, LOS, and least W NDs remaining.
◈ Sentry (♣): Closest Hostile Model within 10” and LOS.
Decision Trees
A Minion’s Turn involves answering “Yes or No” questions, in order, according to
their Decision Tree and executing the first “Yes” response.
Decision Trees
Hold Ground: T
he Foe holds their position and ends their Turn (1 Tick).
Close Combat: Is the Foe within LOS and close combat of a Hostile Model?
Yes: The Foe takes a Melee Attack Action against the Target.
Ranged Combat: Is the Foe within LOS and ranged combat of a Hostile Model?
Yes: The Foe takes a Shooting Attack Action against the Target.
3
Reposition: Is the Foe more than 5” away from Friendly Models or Objectives?
Yes: The Foe takes a Move Action toward whichever is closest in this
order: 1) furthest Objective, 2) largest group of Minions, 3) the Adversary,
then Close Combat, else R
anged Combat, else Hold Ground.
Retreat: I s the Foe within a Hostile Model’s LOS and close combat range?
Yes: The Foe takes a Move Action away from the Target and any
other Hostile Models then resolves R anged Combat, e lse Hold Ground.
Each Adversary has a detailed entry for their Adversary Deck that describes specific
Hit Locations and Actions tailored to fit their nature and particular qualities.
Hit Locations
All Adversaries have their total number of Wounds (WND) spread out across various
Hit Locations. Whenever the players’ M odels successfully attack the Adversary, they
flip a number of Hit Location cards equal to WNDs dealt, and the WNDs are removed
from that specific Hit Location.
When a specific Hit Location’s Wounds have been exhausted, there is usually an
effect described in the Adversary’s entry. In addition, all future WNDs dealt to that
Hit Location are treated as WNDs to the next highest Hit Location.
4
For example, an Adversary’s Upper Limbs take 3 WNDs with 1 WND remaining.
The last WND is removed and its arm is maimed, reducing its Attack Rating by 2.
The remaining 2 WNDs are dealt to its next highest Hit Location, here, the Torso.
Adversary Actions
During the Adversary’s Turn, the players flip over and reveal one card from the
Adversary’s pile of Actions. The specific card revealed is interpreted in terms of its
suit and value to determine the Adversary’s Actions for its Turn.
The suit determines which Foe Type the Adversary will use this Turn:
◈ Spades (♠): Aggressive Foe Type
◈ Diamonds (♦) : Defensive Foe Type
◈ Clubs (♣): S entry Foe Type
◈ Hearts (♥): S pecial Foe Type
The S
pecial Foe Type is only applicable to Adversaries and refers to a mixed set of Foe
Types that the Adversary will follow as detailed in their entry. For example, a Jack of
Hearts might refer to the Defensive Decision Tree whereas the Queen of Hearts
might refer to the A ggressive Decision Tree.
The value on the card determines the specific Action that the Adversary will take.
Usually this is a form of Attack and includes additional specialized modifiers tailored
to the Adversary.
This allows the players to predict the Adversary’s Actions to some degree.
5
Terror Attacks
While C
azadores must rely on cutting down their enemies, F oes can also use their
innate fearsomeness to make A ttacks using their Terror Rating. These Attacks are
usually reserved for the Adversary, affect multiple models, and impose the T errified
Condition, however, they rarely inflict W ounds.
Terror Attacks are considered Shooting Attacks with the following exceptions:
◈ The Foe uses their T error Rating to make the Shooting Check.
◈ The D T for the Attack is the Target’s Fortitude Rating.
Actions Summary
Movement Actions
Combat Actions
6
Parry 4 Melee Check (DT Target ATK). Next successful Melee
Attack by Target on this Model is cancelled and Model
Attacks Target with Advantage.
Spot 4 Hunt Check (DT Target DEF within 5”). This Model and
Weakness Friendly Models gain Advantage on Attacks against
Target for rest of Round..
Other Actions
7
ADVERSARIES
9
An Accursed Construct
Shifting and whispering plates of a sleek alloy. A mockery of a human face,
unfocused, unwavering, and unfathomable. Clawed fusils cradle a floating core
radiating with unnatural warmth. The orb burns without flame, compelling all living
things to their end in seconds stretched over decades.
The jealous and silent guardian to a place long withered and carried off by the earth,
sea, and wind. Duty-bound, the knight patrols the borders of its master’s home. The
rearguard to a war always on the horizon.
An Accursed Construct
SPD ATK RNG DEF TER WND
4” 7 1” 8 5 25
Special Rules
Rapid Barrage (Special Suit): The Area 2 placed by this action is considered Difficult
Terrain.
Minions
None.
10
Adversary Deck
Hit Locations
◈ Core (10): 5 WNDs. Diffraction (All Models within 10” suffer a Rating 8
Shooting Attack. On success, impose Poisoned Condition).
◈ Arsenal (8-9): 5 WNDs. Corrupted (Disadvantage to Attacks).
◈ Ligaments (6-7): 5 WNDs. Frayed (-2 SPD).
◈ Tissue (4-5): 5 WNDs. Torn (-1 DEF)
◈ Armature (2-3): 5 WNDs. Cracked (-1 DEF).
Actions
Standard Suits
◈ Ace (Rapid Barrage): +4 RNG. All Models within RNG suffer Shooting
Attack. Crit: Impose Knocked Down Condition.
◈ King (Warbling Seeker): +6 RNG. Target suffers a Shooting Attack with
Advantage.
◈ Queen (Blaring Shriek): + 4 RNG. All Models within RNG suffer a Terror
Attack. If successful, impose Terrified Condition. Crit: Impose Stunned
Condition.
◈ Jack (Sudden Charge): + 3 SPD. Target suffers Melee Attack. If hit, Target is
pushed 2” away.
Special Suit
◈ Ace, Sentry (Rapid Barrage): A s Standard but for each Model successfully hit
place an Area 2 directly underneath them.
◈ King, Sentry (Warbling Seeker): As Standard.
◈ Queen, Aggressive (Blaring Shriek): As Standard.
◈ Jack, Aggressive (Sudden Charge): A s Standard but any Models within 1” of
Target also suffer the Attack.
11
The Constant Emperor’s Praetorians
Bones thinly veiled by brackish skin, draped in darkness, the fiery words of their
regent where their eyes once sat. The Praetorians, relentless and indomitable, sweep
the long-forgotten trails once marched by their emperor's army. Wielding the
Cerulean Flame, they incinerate any and all things that have touched the ground
upon which their emperor set foot on his final conquest.
Heralds, confidants, and consorts to the emperor, from which all noble things flow,
the Praetorians were ordered to safeguard the kingdom while he seized the last
unknown corner of the map, never to return. Ageless, mad, and resentful, the
Praetorians scour the earth.
3” 4 1” 5 5 30
Special Rules
The Triumvirate: Deploy the praetorians by randomly determining which to deploy
first with a Scatter Roll from the centre of the Play Area. Deploy the next Praetorian
with a Scatter Roll from the first, and the third from the location of the second.
Thread that Binds: The Praetorians are an Adversary composed of 3 Models that share
30 WNDs (10 each). Damage done to one may in fact harm another. When all the Hit
Locations for one Praetorian are exhausted, that Praetorian can no longer fight.
The Sword, The Axe, and the Mace: T
he names of the Praetorians have long been lost to
time so each is referred to by their chosen weapon. The Adversary's Actions are
executed by all of the Praetorians but the Target for each Praetorian's Action is
determined individually. The Praetorian with the most WNDs remaining always
executes the Action first, otherwise order is determined at random. The Praetorian’s
joint Personal Clock is advanced by the highest Tick Cost of all Actions performed.
Minions
None.
12
Adversary Deck
Hit Locations
◈ The Sword's Flame (10): 5 WNDs.
◈ The Sword (8-9): 5 WNDs. Wounded (-1 TER to All Praetorians).
◈ The Axe's Flame (7): 5 WNDs.
◈ The Axe (5-6) 5 WNDs. Impared (-1 ATK to All Praetorians).
◈ The Mace's Flame (4) 5 WNDs.
◈ The Mace (2-3): 5 WNDs. Pressed (-1 DEF to All Praetorians)
Actions
Standard Suits
◈ Ace (Cerulean Flame): +3 ATK. All Hostile Models within the imaginary
triangle created by the positions of the Praetorians suffer a Shooting Attack.
Crit: Impose Burning Condition.
◈ King (Howling Rush): +2 SPD. Target suffers a Melee Attack. Crit: Impose
Knocked Down Condition.
◈ Queen (Burning Lance): +3 RNG. Target suffers a Shooting attack. Crit:
Impose Burning Condition.
◈ Jack (Piercing Lunge): T arget suffers a Melee Attack.
Special Suit
◈ Ace, Defensive (Cerulean Flame): A s Standard.
◈ King, Aggressive (Howling Rush): As Standard.
◈ Queen, Aggressive (Burning Lance): As Standard, but 2 Targets within RNG
suffer Shooting Attack.
◈ Jack, Defensive (War Chant): Terror Check. If successful, the casting
Praetorian recovers 1d5 WNDs to their Flame Hit Location, with any
remaining to their second Hit Location.
13
A Creature Wreathed in Light
Luminous and astounding. A myriad of limbs moving with balletic grace. Greens,
oranges, and golden filigree adorn the feathered wings that maintain it aloft in
majesty. Vines flowering in a thousand radiant colors extend and brush terra
firma.Deep under a canopy of ancient trees, heavy with moisture, it waits for the end
of days.
From the edges of the rainforest travellers can feel the reverberations of the
creature’s song. The nearer both flora and fauna are to the creature, the more
rapturously they sway to its voice. Members of the joyful audience sometimes
plucked gently by a spear tip to sustain the creature’s vigil.
5” 5 2” 7 7 25
Special Rules
Beloved Breath: A
rea 3. While within the breath Foes have +2 DEF. The Area is
considered Difficult Terrain.
Minions
Morpheus Butterflies : T
wo beautiful and languidly fluttering things. The dust from
their wings calls forth restless dreams.
Morpheus Butterfly
SPD ATK RNG DEF TER WND
5” 3 1” 3 3 5
14
Adversary Deck
Hit Locations
◈ Head (10): 5 WNDs. Weeping (+2 TER).
◈ Torso (8-9): 5 WNDs. Marred(-1 to DEF).
◈ Wings (6-7): 5 WNDs. Grounded (-2 SPD)
◈ Upper Limb (4-5): 5 WNDs. Disarmed (-1 RNG).
◈ Lower Limbs (2-3) 5 WNDs. Oozing (Immediately suffers Bleeding
Condition).
Actions
Standard Suits
◈ Ace (Harrowing Chorus): +4 RNG: All Hostile Models within RNG suffer a
Terror Attack dealing WNDs equal to Successes. Crit: Impose Terrified
Condition.
◈ King (Heavenly Dive) +2 RNG +3 ATK. Place Creature at RNG 0” of Target.
Target Suffers Melee Attack.
◈ Queen (Arcing Slash): All Hostile Models within RNG suffer a Melee Attack.
Models hit are pushed 2” away.
◈ Jack (Touching Earth): +2 ATK. Target suffers a Melee attack. If successful,
please Area 2 Difficult Terrain beneath Target.
Special Suit
◈ Ace, Defensive (Harrowing Chorus): A s Standard.
◈ King, Defensive (Beloved Breath): Place an Area 3 Beloved Breath directly
beneath the Creature.
◈ Queen, Aggressive (Arcing Slash): As Standard but Crit: Impose Terrified
Condition.
◈ Jack, Defensive (Compassionate Gaze): +4 RNG. Target Suffers Terror
Attack. On success, impose Terrified Condition. Crit: Impose Knocked
Down Condition.
15
A Neonate Wurm
A monstrous and writhing shape of muscle bound in a lustrous carapace. A thousand
razored and hooked legs drag its mass in undulating patterns. Twin ridged prongs
set atop its eyeless mask probe and search along the ground, perceptive of
disturbances in grains of sand leagues away.
Said to be the harbingers of an arid and torrid age augured by the expanding dunes,
only the youngest emerge from the deep to feed and grow. Guides plead their charges
to abide that nights in the desert must be spent in silence, lest they wake the mothers,
ripened by millenia, that sleep beneath the sand.
A Neonate Wyrm
SPD ATK RNG DEF TER WND
6” 6 2” 7 5 25
Special Rules
Dust Devil: Area 2. Treated as Dangerous and Obscuring Terrain.
Minions
None.
16
Adversary Deck
Hit Locations
◈ Antennae (10): 5 WNDs. Blinded (Disadvantage to Attacks).
◈ Mandible (9): 5 WNDs. Broken (-1 ATK)
◈ Carapace (6-8):. 5 WNDs. Cracked (-1 DEF).
◈ Upper Limbs (4-5): 5 WNDs. Maimed (-1 SPD).
◈ Lower Limbs (2-3) 5 WNDs. Maimed (-1 SPD).
Actions
Standard Suits
◈ Ace (Venomous Stab): + 3 ATK. Melee Attack. Crit: Impose Poisoned
Condition.
◈ King (Whirling Slashes): +1 RNG. All Hostile Models within RNG suffer
Melee Attack. Place an Area 2 Dust Devil directly beneath the Adversary.
◈ Queen (Lunging Snatch): Target suffers a Melee Attack. If successful, place
Target within 0" of Adversary. Crit: Impose Knocked Down Condition.
◈ Jack (Spinning Lash): T arget suffers a Melee Attack.
Special Suit
◈ Ace, Defensive (Self-Laceration): All future Attacks by the Adversary gain
"Crit: Impose Poisoned Condition".
◈ King, Aggressive (Advancing Spear): + 1 SPD. Target suffers Melee Attack. If
successful, impose Poisoned Condition.
◈ Queen, Aggressive (Lunging Snatch): A s Standard.
◈ Jack, Aggressive (Spinning Lash): A s Standard.
17
The Wandering Son of The Mountain
Pale, emaciated, and long-limbed. Hunched over at the waist with primordial shale
protruding from its skin. The Wandering Son carries an old oak as a club and attacks
caravans and cattle that wander too deep into the mountain.
In nearby villages, children are told that the moanings of the wind at night are the
cries of the Wandering Son. He weeps for the loss of his siblings, the great kingdom
of his people, and his pitiful fate as brigand, thief, and eater of men.
5” 7 2” 6 6 20
Special Rules
Immune to Freezing Condition.
Rock Throw: The Area 2 placed by this action is considered Difficult Terrain.
Minions
None.
18
Adversary Deck
Hit Locations
◈ Head (10): 5 WNDs. Blinded (Disadvantage to Attacks).
◈ Torso (8-9): 5 WNDs. Exhausted (-1 DEF).
◈ Upper Limb (5-7): 5 WNDs. Maimed arm (-1 ATK).
◈ Lower Limbs (2-4) 5 WNDs. Slashed heels (-1 SPD).
Actions
Standard Suits
◈ Ace (Sweeping Smash): +2 ATK +1 RNG. All Hostile Models within RNG
suffer a Melee Attack. Models hit are pushed 2” away.
◈ King (Rock Throw): +4 RNG. Target suffers a Shooting Attack. If successful,
Target is Placed using a Scatter Roll, then place Area 2 on Target’s previous
location. If failed, place Area 2 using Scatter Roll.
◈ Queen (Grab and Throw): +1 ATK. Target suffers a Melee attack. If
successful, Target is Placed based on a Scatter Roll.
◈ Jack (Overhead Slam): Target suffers a Melee Attack. Crit: Impose Stunned
Condition.
Special Suit
◈ Ace, Aggressive (Sweeping Smash): As Standard.
◈ King, Defensive (Shattering Roar): +2 RNG. All Hostile Models within RNG
suffer a Terror Attack. If successful, impose the Terrified Condition on
affected Models.
◈ Queen, Aggressive (Grab and Throw): A s Standard.
◈ Jack, Aggressive (Overhead Slam): A s Standard.
19
Accursed Construct
ADVERSARY
ACTIONS SPD ATK RNG
Standard Suits
Rapid Barrage: +4 RNG. All within
Ace: ______________________________
4 7 1
RNG suffer Shooting ATK.
______________________________
TER DEF WND
Crit: Impose Burning Condition.
______________________________
______________________________ 4-5
_______ Tissue
_________________
Torn: -1 DEF
_________________________
______________________________
_________________________
Blaring Shriek: Aggressive
Queen: ____________________________
Value(s) Location WND
______________________________
2-3 _________________
_______ Armature
______________________________ Cracked: -1 DEF
_________________________
PERSONAL CLOCK
1 2 3 4 5 6 7 8 9 10
Constant Emperor’s Praetorians
ADVERSARY
ACTIONS SPD ATK RNG
Standard Suits
Cerulean Flame: +3 ATK. Shooting
Ace: ______________________________
3 4 1
ATK on all Hostile Models within
______________________________
TER DEF WND
triangle. Crit: Burning Condition
______________________________
______________________________ 5-6
_______ The Axe
_________________
Impaired: -1 ATK to All
_________________________
______________________________
_________________________
Burning Lance: Aggressive
Queen: ____________________________
Value(s) Location WND
As Standard but 2 Targets
______________________________
4
_______ The Mace’s Flame
_________________
suffer Shooting ATK.
______________________________ None
_________________________
PERSONAL CLOCK
1 2 3 4 5 6 7 8 9 10
Creature Wreathed in Light
ADVERSARY
ACTIONS SPD ATK RNG
Standard Suits
Harrowing Chorus: +4 RNG.
Ace: ______________________________
5 5 2
All Hostile Models suffer Terror ATK
______________________________
TER DEF WND
deals WNDs. Crit: Impose Terrified
______________________________
PERSONAL CLOCK
1 2 3 4 5 6 7 8 9 10
1 2 3 4 5 6 7 8 9 10
WOUNDS
Morpheus Butterfly Sentry
MINION TYPE
SPD ATK RNG DEF TER WND
5 3 1 3 3 5
NOTES
Shooting Attack: +2 RNG. Crit: Impose Stunned Condition.
PERSONAL CLOCK
1 2 3 4 5 6 7 8 9 10
1 2 3 4 5 6 7 8 9 10
WOUNDS
Morpheus Butterfly Sentry
MINION TYPE
SPD ATK RNG DEF TER WND
5 3 1 3 3 5
NOTES
Shooting Attack: +2 RNG. Crit: Impose Stunned Condition.
PERSONAL CLOCK
1 2 3 4 5 6 7 8 9 10
Neonate Wurm
ADVERSARY
ACTIONS SPD ATK RNG
Standard Suits
Venomous Stab: +3 ATK
Ace: ______________________________
6 6 2
Melee Attack.
______________________________
TER DEF WND
Crit: Imposed Poisoned Condition
______________________________
PERSONAL CLOCK
1 2 3 4 5 6 7 8 9 10
Wandering Son of the Mountain
ADVERSARY
ACTIONS SPD ATK RNG
Standard Suits
Sweeping Smash: +2 ATK + 1 RNG
Ace: ______________________________
5 7 2
Melee ATK to all Hostile Models
______________________________
TER DEF WND
Models hit are pushed 2” away
______________________________
PERSONAL CLOCK
1 2 3 4 5 6 7 8 9 10
CHANGELOG
v.03
General
◈ The Adversary section is broken out into its own “book” for ease of use!
◈ New Adversaries: An Accursed Construct, A Creature Wreathed in Light,
The Constant Emperor’s Praetorians, and A Neonate Wyrm.
v.04
General
◈ Reduced the +RNG on all Adversary Action by 1 to make it a little easier to
maneuver around them.
Neonate Wurm
◈ -1 SPD to Attributes.
26