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A Hunter's Path
A Hunter's Path
A HorrorClix Campaign for Predators by The 4th Horseman

Introduction

In this campaign, you will play the role of a single predator, going from basic training to slaying full-grown alien queens. A lot of the ideas were taken from Aliens vs. Predator: Extinction video game, and the Aliens Predator CCG.

You start the campaign with one Predator, specifically the Predator from the AvP: Alien Queen Action Set. You will be able to modify this Predator’s powers, bring new Predators to your team and hunt in a number of different locations. The point of this game is to collect honor points by collecting skulls of the prey you kill. You use these honor points to purchase new weaponry and powers that will help you fight bigger and stronger prey.

This is a 2 or more player campaign, with a number of specific campaign rules, all seen below. This campaign starts off in scenario #1 and goes to scenario #9, not all have to be played during one sitting, however it is recommended you play them in order. Each scenario has a Primary Objective, which when completed ends the scenario, and sometimes a secondary objective, which also rewards bonus honor points for its completion. If the time limit (which can be modified as you wish, mine are merely suggestions) is reached and the primary objective still has yet to be completed, the player who has collected the most Honor Points during that scenario is considered the winner.

There are restrictions like what map, what pieces and tokens etc. that are required, however if you do not have access to these pieces, make substitutions that are appropriate and fair.

Predator/Prey Army

In this game you control both a Predator Army and a Prey Army. The Predator Army is simply made up of the Predators you control (most likely one for the first scenarios). Your starting Predator is the most important Predator you control, it is one you use in every scenario, will be frequently upgrading (See Upgrades) and whose being killed greatly reduces success of winning (See Honor Points). Other Predators will be later added to your team, via either scenario rules or Calling in Reinforcements. These Predators are essentially minion, and whose primary roles are to take a beating and deal out damage for your main Predator to finish off larger prey. If they survive, these Predators will move on with your main Predator to new hunts in further scenarios.

Because we want all players to enjoy playing the role of a Predator taking it through many hunts, the hunter monsters of the Predators are controlled by the players themselves. Each player builds a Prey Army. The Prey Army you control represents the targets of the Predators your opponent controls, and vice versa. The specific scenario usually provides restrictions on what types of monsters can be included in the Prey Army. You cannot attack any of the monsters in your Prey Army with any Predator in your Predator Army and vice versa. You can also not attack any of the monsters in your opponent’s Prey Army with any of the monsters in your Prey Army. I have illustrated below what army’s monster can attack one another.

 

YPrA

YPyA

OPrA

OPyA

Legend:

YPrA = Your Predator Army

YPyA = Your Prey Army

OPrA = Opponent’s Predator Army

OPyA = Opponent’s Prey Army

Thumb Up = Can Attack

Thumb Down = Cannot Attack

YPrA Thumb Down Thumb Down Thumb Down Thumb Up
YPyA Thumb Down Thumb Down Thumb Up Thumb Down
OPrA Thumb Down Thumb Up Thumb Down Thumb Down
OPyA Thumb Up Thumb Down Thumb Down Thumb Down
         

However, when a player has killed off all the monsters in their opponent’s Prey Army, that player can choose to attack the monsters in their own Prey Army.

Actions of Predator/Prey Army

The Predator Army can be given one action per Predator in the Predator Army. Like a regular game a monster can only be assigned one action per turn, and monsters with 2 actions tokens on them cannot be assigned any more actions. In this campaign, your starting (main character) Predator can be assigned an additional action even if it already has 2 action tokens on it, but once it has 3 actions tokens on it, it cannot be assigned any further actions and is considered vulnerable.

The Prey army is treated as a standard army, and is allowed 1 action per turn per 100 points of army allowed. However, this may vary depending on the scenario.

In assigning actions during your turn, treat the Predator and Prey armies as if they were one large army. You can assign the Predator Army actions first, the Prey Army actions first, or alternate them, but of course following the allotted number of actions per turn for the certain army.

Honor Points

Honor Points are earned when a Predator collects the skulls (See Collecting Skulls) of the monsters it kills. The Honor Points earned are equivalent to the point value on the card of the monster whose skull has been collected, and thus are equivalent to victory points. These Honor Points, are not simply used to determine a winner, but are used to purchase Upgrades (See Upgrades) or Call for Reinforcements (See Calling for Reinforcements). These points can be spent during a game when a Predator is adjacent to the players Shrine (See Shrine) or before beginning a new scenario. In addition to collecting skulls, a player can earn Honor Points by destroying your opponent’s shrine (See Shrine) or by completing objectives. You do not earn Honor Points by slaying victims, as they are deemed inferior prey.

Shrine

In addition to your Predator and Prey armies, you also control a Shrine. A Shrine is a small object placed on the map in one of your starting spaces. It only occupies one space, and like an object placed on the map, it cannot be moved but can be destroyed. In order to smash the shrine, from a close combat attack roll, if the attack result is at least 16 the Shrine is destroyed. Only Predators of a Predator Army can attempt to smash an opponent’s shrine, if the Shrine is successfully smashed the player earns 20 Honor Points. The shrine does not act as blocking terrain and can simply be passed through as if it were clear terrain. The shrine is object used to purchase Upgrades (See Upgrades) during the game or Call for Reinforcements (See Calling for Reinforcements).

Upgrades

Upgrades represent the purchasing of new weapons that assist in you hunting down larger prey. These upgrades replace powers on your Predator card. Each upgrade has a specific color, and corresponds to a power to be replaced on your Predator card. A Predator can only have one power of each color. When the color appears on the dial the power can be used. The list of Upgrades and costs is seen below.

Name

Power Color

Type

Effect

Cost (Honor)

Acid Resistant Claws

Blue

Close Combat Action

When attacking an Alien type monster increase this monster’s attack value by +2, and the Alien monster’s Acid Blood power does not activate.

55

Camouflage Suit

Black

Move Action

This monster may use hidden movement with 3 markers. This power does not function in water terrain.

150

Ceremonial Armor

Orange

Static

Modify this monster’s defense value by +1 against close combat attacks and by +2 against ranged combat attacks.

90

Collapsible Spear

Blue

Close Combat Action

Damage from the attack is penetrating damage and is increased by +1.

135

Dart Gun

Red

Ranged Combat Action

Modify this monster’s range by -2, attack by -1 and damage by -1. For every monster killed by ranged combat, you receive 10 extra honor after collecting the skull.

40

Decompression Valves

Black

Static

This monster does not take any damage from the Area power.

30

Force Net

Red

Ranged Combat Action

If this attack succeeds against a single target, in addition to damage, give the target monster an action token.

330

Hunter’s Caster

(Deadshot)

Red

Ranged Combat Action

If this attack succeeds against a single target, modify this monster’s damage value by +2.

100

Hunter’s Mask


Green

Static

Targets of this monster’s attacks get –2 to their defense values.

75

Hunter’s Cloak

Black

Move Action

This monster may use hidden movement with 4 markers. This power does not function in water terrain.

250

Hydra

Orange

Ranged Combat Action

Modify this monster’s damage by +4 and number of targets by +5.

750

Laser Sight

Orange

Ranged Combat Action

Modify this monster’s attack value by +2.

115

Mask (Scare)

Green

Static

Targets of this monster’s attacks get –1 to their defense values.

35

Melee Claws (Ravage)

Blue

Close Combat Action

If the attack succeeds, this monster can make another close combat attack as a free action.

215

Naginata

Blue

Close Combat Action

If this attack succeeds, during your opponent’s next turn modify this monster’s defense by +3.

70

Plasma Scythe

Orange

Close Combat Action

If this attack succeeds deal damage equal to 1/2 the attack value shown on the target dial.

350

Plasma Shielding

Black

Static

Modify this monster’s defense by +3 against ranged attacks. This power does not function in water terrain.

60

Predator Medikit

Green

Static

You may choose to heal this monster of 1 damage, if you do give this monster an action token.

25

Scattergun

Red

Ranged Combat Action

Modify this monster’s range by -3, attack by -3 and damage by +4.

180

Smart Disk

Red

Ranged Combat Action

The Line of Fire drawn from this attack cannot be blocked, regardless of terrain or powers. If the line of fire passes through 2 or more monsters, the attack is considered to target both, and if successful does base damage to all monsters in the line of fire.

270

Twin Targeting Systems

Red

Ranged Combat Action

Modify this monsters attack value by +1 and # of targets by +1.

160

To purchase an Upgrade before a scenario begins, simply pick the Upgrade you wish to purchase and deduct the Honor Point cost from any Honor Points you have collected so far. To purchase an Upgrade during a scenario, the Predator you wish to upgrade must be adjacent to your Shrine. Purchasing an Upgrade during a game is a free action.

Any upgrades you purchase, you will have throughout the entirety of the campaign, unless your starting (main character) Predator retreats during a scenario where Upgrades have been purchased or dies (See Special Predator Rules). When you begin a scenario, after purchasing any Upgrades you wish, select which upgrades you will be using for the particular scenario. You can use any Upgrades you purchased during the campaign since the beginning of the game; minus those you have lost (See Special Predator Rules). Once the scenario has begun, you cannot change the Upgrades you have assigned to your Predator, unless you purchase an Upgrade during the scenario. If you have additional Predators in your Predator Army, they can only be given a maximum of 1 Upgrade each.

Calling in Reinforcements

In this campaign, you can increase the size of your hunting party by Calling in Reinforcements. These new Predators travel with your Main Character Predator and participate in the hunts. As stated previously, these other Predators can only be given a maximum of 1 Upgrade. To call in reinforcements, one of your Predators must be in a space adjacent to the Shrine, deduct the appropriate number of Honor Points and place a Predator from outside the map on to a space adjacent to the Shrine. A new predator can only be brought into the game during a scenario, not between as Upgrades are purchased. If the other Predators survive the scenario, they are carried over to next scenario and so on. It’s great to have other Predators to work with, but they are quite costly, and usually the more difficult scenarios will provide you with additional help. When you can Call in Reinforcements, you can choose any Predator except the Elder Predator. The cost in honor is double its point value.

New Actions

Besides movement, attack and frenzy actions, there are a number of new actions that can be taken in a turn. Some are free actions while others involve assigning action tokens.

1.

Collecting Skulls

Collecting skulls is the action you make to collect the Honor Points from making a kill. It can only be carried out by a Predator. In this game, when a monster’s dial shows triple skulls, it is not removed from the map, but rather remains there as a corpse. However, when a Predator kills a minion, the Predator earns 5 Honor Points and the minion is removed from the map, collecting skulls is not required for minions. Honor for the kill is not given until one collects the skull. Only the Predator Army that made the kill is allowed to collect the skull. To collect a skull, your Predator must be adjacent to a killed monster. Collecting the skull is a free action, so if you did a close combat action that killed the monster you can collect the skull that turn. However, if ranged combat action kills the monster, the Predator needs to move to a space adjacent to the killed monster to claim its skulls.

2.

Run and Fire

Run and Fire, is a new action that is exactly how it sounds (move and ranged attack) and can only be done by a Predator. This action can only be done while the Predator is blooded, like frenzy. In this action, a Predator moves up to its allowed movement, and at any space along its path, it may stop and make a ranged attack. Like frenzy, damage is reduced to one (but can be modified by powers), and in addition the number of targets is limited to one (irregardless of modification by powers). Also, the Predator can make an additional ranged attack at a different space in its path by placing an additional action token on the Predator’s card. Because it is considered a new ranged attack, it can target the same monster targeted with the first ranged attack in the Run and Fire action. For example, if the starting (main character) Predator has zero action tokens on it and is blooded, it can make a Run and Fire action involving 3 ranged attacks.

3.

Hidden Movement

Hidden movement is a new type of movement action, which is allowed through either a certain Upgrades or Plot Twists. In Hidden Movement, markers are used to represent this Hidden Movement. Markers to use can be Victim Tokens, as victims will not be placed face down any where in this campaign. For markers make sure all the Victim Archetypes are the same except for one, for instance let’s say you can use Hidden Movement with 3 markers, that means pick 2 of the same victims and one different.

Declare that you are using Hidden Movement; it is a movement action and results in placing an action token on the Predator’s card. After declaring Hidden Movement, replace the Predator on the Map with the stack of tokens, make sure your opponent does not know which one the different one is. Then you move all tokens up to the number of spaces equivalent to your Predator’s movement ability shown on the dial. The tokens can never land on the same place at the end of their movement, and remain until destroyed or the Predator declares non-Hidden Movement.

All these tokens suffer the same movement penalties as would be applied from hindering terrain and come to a stop if ever entering a square adjacent to Prey or and opposing Predator. These tokens can be attacked, as would a normal monster, however if the token is not the different token, it is simply removed. If the token is the one representing the Predator, remove the token, put the Predator in its place and the attack is done on the Predator. If you decide to continue with Hidden Movement, simply move the tokens again, but do not replace any tokens destroyed on your opponent’s turn. If instead you decide to make an attack or frenzy, reveal which token concealed the location of the Predator, and replace it with the Predator and remove all decoy tokens. If after making a non-Hidden Movement action, the Predator makes a new Hidden Movement action, all the tokens allowed for the Predator’s Hidden Movement are brought back even if some were discovered in a previous Hidden Movement action.

Prey Army Special Rules

In addition to the different player’s Prey Armies not being able to attack each other, they do not hinder each other’s movement eg. Not forcing a movement action to come to an end when it lands in a space adjacent to an opposing teams Prey monster. They are treated as friendly to one another, and thus powers that effect only non-friendly monsters on a Prey monster do not affect other Prey monsters.

Predator Army Special Rules

At the beginning of every scenario, set all Predators’ dials to their starting positions. If your Main Character Predator is killed, you continue playing the scenario if you still control the Predator or Prey Army, and can still potentially win it if you control some Predators. When your Main Character Predator dies any Upgrades it had on it are permanently lost, but the Predator itself can be brought back to the next scenario. This can only be done 3 times without cost, after that to bring back your Main Character Predator it will cost you 100 Honor Points. If other Predators are killed, any Upgrades they have on them are also lost, and the Predators themselves do not return on the following scenarios. Certain scenarios give you extra predators to use, these bonus predators can be given upgrades, but unlike Predators you get from Calling in Reinforcements, they do not go on to further scenarios and the upgrades given to them are lost. Sometimes it is better to take the cowards route and retreat. The only Predator that can retreat is the Main Character Predator. To retreat the Main Character Predator must be in a space adjacent to the Shrine, retreating is a free action simply remove the Predator from the map. Of course such actions do not go unpunished, when you retreat, all other Predators on the map are instantly killed, you do not earn any honor points during the scenario and lose the most costly Upgrade on the Main Character Predator during the scenario.

Plot Twists

Instead of regular plot twists I have created 6 specifically for this campaign. I couldn’t think of a flavor text / quote for them all, so I just left it out completely. Both players will use these same 6 plot twists for the entirety of the campaign. All Plot Twists are listed below.

Since I don’t have these in card form you can print out the plot twists above, or I have provided a small table that you can check off the plot twist when you have used it in the scenario.


Scenario #

Plot Twist

1

2

3

4

5

6

7

8

9

A Kill with no Honor










Kill and Kill Again










Flush out the Prey










Like a Ghost










Bloody Trophy










Voice Mimicry










Victory

The winner of the campaign after finishing all scenarios is the player with the highest remaining Honor Points.

 

 

 
     
   



 
   
         


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