Predator Solo Mode beta
In Predator mode, the objective is for the Predator to take out all enemy models before getting knocked
out or taken out as Casualty. You won’t use any objective decks for it
Choose a Predator. Preferably a Leader or Sidekick with Batclaw/Grapple gun and/or a diverse set of
traits. This model gains the Stealth and Hidden traits and +1 Magazine if they carry a Range weapon.
Create a Patrol team made up of henchmen with a total rep equal to twice the predator’s rep or as close
as possible.
Grab a standard deck of cards, we’ll use these to decide activation order and who gets Audacity.
Pick a suit(hearts) and assign a number card of that suit to each henchman model. Pick a different
suit(clubs), and build a deck of cards matching the numbers you assigned to each model. This will be
your Activation order deck. Then grab the 4 Kings and a number of random cards to make a deck with a
number of cards equal to the number of henchmen. Ex. 9 Henchmen would be 4 Kings and 5 random
cards. This will be your Audacity deck.
You’ll also need 2 d8’s. These are used to decide what direction a henchman wanders when on Patrol or
when Nervous.
Build either a 2x2’ or 3x3’ table to stalk your prey on. Should have a fair bit of scatter terrain and a
couple higher elevations available. Walkways are even better. Vents get placed in pairs. Place a Vent on
top of each building with a matching vent touching the base of the same building. Unlike the normal
game these only connect to one another, not any other on the board. If you don’t have Vents, sewers
can be used instead. If using a 2x2’ board, place 2 lampposts, each 8” from each edge on opposite
corners. If using a 3x3’ board place 4 lampposts, each 12” from each edge. If there’s a piece of terrain in
the way place them as close as possible.
Deploy the Patrol team by breaking the board in to 9 sections and assigned a number to each. 8x8”
squares for a 2x2’, 12x12” squares for a 3x3’. Randomly place each henchman in a section as close to the
middle as possible. More than one may share a single section. Roll a die or draw a card for each model
to decide which section they go in. Shuffle after each draw.
Ex. Henchman 1 draws a 5 and gets placed right in the middle of the board. Henchman 2 draws
an 8 and gets placed in section 8 anywhere along the line touching section 5.
Once all Patrol Henchmen are deployed, deploy your Predator using the Hidden trait.
Randomly assign the Boss token to one of the Patrol models. That model gets an 8” Inspire radius.
Inspire works a little different in Predator mode. Instead of gaining an extra Manipulate action when a
friendly Henchman starts inside the aura, that model gains a free action of any kind. If a model uses
Move as its free action it comes as Impaired movement. Yes, a model may attack your Predator twice in
the same activation. Take out that Boss quickly!
The Predator starts with Resource points equal to half the number of enemy models not knocked out
rounded down. Always has Initiative unless a model is in High Alert and has Line of Sight. Which then
Initiative is passed to the Patrol team. The Predator may also Pass more than once in a row.
The Patrol team has three states they can be in, Patrol, Nervous, High Alert. All models begin the game
in the Patrol state.
On the Patrol teams’s activation draw a card from the Activation deck. Before drawing a card from the
Audacity deck, decide if you want to use a Resource point to control that models activation. If that
model is in the Nervous state it requires two Resource points to be spent. If that model has Line of Sight
to the Predator no Resource may be spent. Draw a card from the Audacity deck, if a King was drawn
assign an Audacity marker to that model. If Resource was spent to take control, regardless of Audacity
or not, Move is the only action you are able to use. A second Move may be taken if Inspired. If at any
point during the Move the Predator comes in to Line of Sight of the moving model all Patrol team
models change their state to High Alert.
When a Patrol team model starts their activation in the Patrol state roll one d8 and move that model in
the direction the d8 is pointing. The number doesn’t mean anything.
If the model is in the Nervous state, roll 2 d8’s and pick the one that would move it closer to the
Predator.
If at any point of the Move the Predator comes in to Line of Sight change direction and move closer to
the Predator. Immediately change all models to High Alert.
If the model is in High Alert no roll is necessary, move towards the Predator the best route possible.
When attacking enemy models there will always be screams of agony, or cries of victory! When the
Predator makes an attack against an enemy model, that model sends out a warning trying to alert any
nearby Patrol team members. At the end of the Predator’s activation, any model that gets attacked yells
out and all Patrol models within 18” gain the High Alert state. If the model became Knocked out or
Casualty by the end of the activation all Patrol models within 18” gain the Nervous state instead. Before
rolling dice for an attack you may spend a Special action to Surprise attack and muffle their sounds
reducing the radius to 4” instead of 18”.
Mark all Knocked out or Casualty models but do not remove them from the board.
If a Patrol team model in the Patrol state has a Knocked out or Casualty model come in to their Line of
Sight they gain the Nervous state at the end of their activation.
If a Patrol model starts and ends their activation without the Predator ever entering their Line of Sight
their state will change to a lower level. High Alert -> Nervous. Nervous -> Patrol.
Efforting: During each attack roll a d3 for the Patrol model to see how many times they’ll effort following
the standard effort rules.
If the Boss gets taken out, at the start of the next round randomly assign the Boss token to a different
model. Cut the Inspire radius in half each time. The radius doesn’t get any smaller than 2”.
At the end of each round each model recovers one stun damage but roll for recovery is ignored.
Either set a number of rounds to try and complete the objective by, or see how many rounds it takes
you to complete it. Or fail it…