In this installment, we’ll discuss what has become one of the game’s signature mechanics: the system that allows the game
itself to control the crims.
Demeanors and Action Slots
Each crim has a Demeanor (Typical, Aggressive, Cunning or Cowardly) that establishes their general tendencies.
On each crim’s stat card, is a list of three action slots, labelled “Action 1”, “Action 2” and “Action 3”. Some slots have a single action listed, while others have two. This will be explained shortly.
The possible actions are as follows:
• Flee: The crim moves a number of inches equal to their Move score directly away from the nearest hunter.
• Charge: The crim moves a number of inches equal to their Move score directly toward the nearest hunter and attacks if they get within their melee weapon’s Range (normally 1-2 inches).
• Fight: The crim makes a melee attack against a hunter they are engaged with. If the crim isn’t engaged, they take a Charge action instead.
• Shoot: The crim takes a shot at the nearest hunter, as long as they have range and line of sight.
• Seek Cover: The crim moves a number of inches equal to their Move score toward the closest piece of terrain with the cover keyword. If it reaches the terrain, the crim should be placed in or behind it so that they gain protection against the nearest hunter.
• Hide: The crim moves a number of inches equal to their Move score directly toward the nearest piece of terrain with the hideable keyword. The crim’s model is removed from the table and a “Hidden” token is placed beside that terrain piece. The crim is somewhere in or around it, but can’t be attacked until a hunter successfully searches for them or the crim takes a different action. Hiding is a whole other barrel of worms that deserves its own article, so we’ll save the details for later.
The Control Deck
At the beginning of each turn, the current First Player flips over the top card of the Control Deck. The card will let the players know several things:
For purposes of this article, only the fourth nugget of information is terribly pertinent.
The Control Card has a space for each Demeanor, followed by “Action 1”, “Action 2” or “Action 3”. This determines which action the crims of each Demeanor will take. For example, let’s say that the current Control Card had the following listing:
Typical: Action 2
Aggressive: Action 2
Cunning: Action 1
Cowardly: Action 3
When it comes time for the crims to act, that list will be consulted for each crim, based on their Demeanor. Continuing the example above, let’s say that the first crim has the Aggressive Demeanor. The Control Card dictates that Aggressive crims will take Action 2. Looking at that crim’s stat card, it says “Charge”, so the current First Player carries out the Charge action for that crim before moving on to the next crim.
As I mentioned earlier, some crims will have two actions listed in a given slot, along with a number range for each. If that action slot must be carried out, the current First Player rolls a ten-sided die and consults the number range to determine which of the two actions must be taken by the crim.
For example, let’s say that instead of “Charge”, the crim’s action slot said “Charge (1-7) or Seek Cover (8-10)”. The die comes up 9, so the crim must take the Seek Cover action.
The purpose of having some slots with two possible actions is to prevent the same types of crims from always duplicating the same actions. For example, if three Petty Crooks are in the zone at the same time, there would be a chance of variation in their actions.
Rolling for Crims?
Crims never make rolls (or checks as we call them). Having them roll would go against the grain of the entire system. The hunters are the stars of the show, so to speak, so everything is done from their perspective. If a crim attacks a hunter, they don’t roll to see if they hit. Instead, the hunter rolls to avoid being hit. We’ll cover this more in a later installment when we take a look at the combat system.
itself to control the crims.
Demeanors and Action Slots
Each crim has a Demeanor (Typical, Aggressive, Cunning or Cowardly) that establishes their general tendencies.
On each crim’s stat card, is a list of three action slots, labelled “Action 1”, “Action 2” and “Action 3”. Some slots have a single action listed, while others have two. This will be explained shortly.
The possible actions are as follows:
• Flee: The crim moves a number of inches equal to their Move score directly away from the nearest hunter.
• Charge: The crim moves a number of inches equal to their Move score directly toward the nearest hunter and attacks if they get within their melee weapon’s Range (normally 1-2 inches).
• Fight: The crim makes a melee attack against a hunter they are engaged with. If the crim isn’t engaged, they take a Charge action instead.
• Shoot: The crim takes a shot at the nearest hunter, as long as they have range and line of sight.
• Seek Cover: The crim moves a number of inches equal to their Move score toward the closest piece of terrain with the cover keyword. If it reaches the terrain, the crim should be placed in or behind it so that they gain protection against the nearest hunter.
• Hide: The crim moves a number of inches equal to their Move score directly toward the nearest piece of terrain with the hideable keyword. The crim’s model is removed from the table and a “Hidden” token is placed beside that terrain piece. The crim is somewhere in or around it, but can’t be attacked until a hunter successfully searches for them or the crim takes a different action. Hiding is a whole other barrel of worms that deserves its own article, so we’ll save the details for later.
The Control Deck
At the beginning of each turn, the current First Player flips over the top card of the Control Deck. The card will let the players know several things:
- Whether or not any Event Cards are drawn.
- How many (and what types of) crims are placed in the zone if there are less crims currently in the zone than the number of hunters +2.
- Whether or not the pods are restocked (pods are crates that contain goods such as adrenaline shots, medical spray, ammunition, etc.).
- What actions the crims take this turn.
For purposes of this article, only the fourth nugget of information is terribly pertinent.
The Control Card has a space for each Demeanor, followed by “Action 1”, “Action 2” or “Action 3”. This determines which action the crims of each Demeanor will take. For example, let’s say that the current Control Card had the following listing:
Typical: Action 2
Aggressive: Action 2
Cunning: Action 1
Cowardly: Action 3
When it comes time for the crims to act, that list will be consulted for each crim, based on their Demeanor. Continuing the example above, let’s say that the first crim has the Aggressive Demeanor. The Control Card dictates that Aggressive crims will take Action 2. Looking at that crim’s stat card, it says “Charge”, so the current First Player carries out the Charge action for that crim before moving on to the next crim.
As I mentioned earlier, some crims will have two actions listed in a given slot, along with a number range for each. If that action slot must be carried out, the current First Player rolls a ten-sided die and consults the number range to determine which of the two actions must be taken by the crim.
For example, let’s say that instead of “Charge”, the crim’s action slot said “Charge (1-7) or Seek Cover (8-10)”. The die comes up 9, so the crim must take the Seek Cover action.
The purpose of having some slots with two possible actions is to prevent the same types of crims from always duplicating the same actions. For example, if three Petty Crooks are in the zone at the same time, there would be a chance of variation in their actions.
Rolling for Crims?
Crims never make rolls (or checks as we call them). Having them roll would go against the grain of the entire system. The hunters are the stars of the show, so to speak, so everything is done from their perspective. If a crim attacks a hunter, they don’t roll to see if they hit. Instead, the hunter rolls to avoid being hit. We’ll cover this more in a later installment when we take a look at the combat system.