5 Combat

The majority of the Hunt is embroiled in frenzied combat and Models are liable to make and suffer Attacks that force them to take Wounds (WND) and incur Conditions.

5.1 Attacking

A Model attacks by taking the Attack Action against a Hostile Model within Range (RNG) and Line of Sight (LOS) with one of their Readied Weapons. The Attack Action is executed by making a Melee or Shooting Check using the Target’s relevant Defence (DEF) as the Difficulty Threshold (DT). For each Success, the Target loses 1 WND.

Criticals & Abilities

Some Cazadores, Foes, and Weapons have Abilities that award a passive benefit or that can be activated when the Model rolls a Critical (a natural 10) on a relevant check (e.g., Attacks for Weapons). Abilities that require a Critical to be activated are preceded by Crit (e.g., Crit: Impose the Poisoned Condition).

Abilities can only be activated once during the Model’s Turn, so Criticals remaining after activating Abilities are treated as normal Successes.

5.2 Weapons

Cazadores and Companions can carry up to 3 Weapons into a Hunt but only Readied Weapons are eligible for use in Attacks.

Whenever the players’ Models make an Attack, they must do so with a Readied Weapon and the Target must be within RNG of that Weapon. On a successful Attack, the Model also deals additional WNDs equal to their Weapon’s Power (POW), however, most Weapons have a POW of 0. Especially large or cumbersome Weapons might have also add Ticks to Attacks.

For example, if a Cazador makes a Melee Check with their Ancestral Sword (POW 2) and rolls 3 Successes, they would deal 5 WNDs.

Readied Weapons in Detail

Although Models can bring up to 3 Weapons into a Hunt, only one Weapon per hand can be Readied. All Cazadores and Companions have two hands, therefore, they can have two 1-handed Weapons (e.g., two swords, or a spear and shield) or one 2-handed Weapon (e.g., a battleaxe or a bow) at the Ready. Models can take the Switch Action to swap any Weapon or Gear with their Readied Weapons.

Additionally, only Weapons that are Readied provide their Abilities to a Model. For example, if a Model with a Readied shield were to switch it for another Weapon, they would lose the +1 Armour benefit granted by the shield.

Special Gear as Weapons

In practice, some Special Gear act as Weapons, such that they must be Readied and are used during Attacks (e.g., Fire Bombs). Any Gear that functions in this manner will indicate that it must be Readied prior to use and, therefore, can be part of a Switch Action. However, Special Gear are not considered Weapons for the purposes of a Model’s 3 Weapon limit.

Dual Wielding

Models with two 1-handed Weapons Readied can choose which Weapon they will use prior to making an Attack, so long as the Target is within RNG of both Weapons. In practice, “dual wielding” is most useful when the Model has two Weapons with distinct Abilities that are advantageous in different situations.


Exclusively ranged Weapons like bows, crossbows, and pistols all start the Hunt with 3 Ammo. Each time the Weapon is fired, its Ammo is reduced by 1. The Weapon cannot be fired again once its Ammo reaches 0. Some Special Gear functions similarly and are also limited by Ammo, though they might have more or less Ammo than the standard 3.

Once a Shooting Weapon is fired, the Model must take the Reload Action to use it again on a future Turn; this does not apply to Special Gear. At the end of the Hunt, the Ammo for Shooting Weapons or Special Gear are automatically restored.

Unarmed Combat

If a Model finds itself without an eligible Weapon (for example, having run out of Ammo on their Weapons), they can engage other Models in unarmed combat. Unarmed is considered a Weapon with RNG 0” and POW 0.

Foes and Weapons

Foes do not require Weapons to make Attacks. All of their innate and equipped capabilities for destruction are summarized in their ATK and RNG Attributes.

Therefore, Foes do not concern themselves with Ammo, reloading, switching weapons, or any other of these associated rules. However, remember that a Foe’s RNG indicates their reach in close combat. If they are capable of Shooting Attacks, their entry will note when this is modified with additional RNG.

5.3 Other Combat Rules


Whenever a Model is within close combat range of more Hostile Models than Friendly Models they are Surrounded. Attackers gain Advantage to Attack Actions against Surrounded Models. The Adversary is never Surrounded.

No “Engaged” Rule

Many games contain a rule that refers to “engagement” or a similar term that indicates that Models within range of close combat with each other cannot move away without succeeding at a disengagement action or suffering opportunity strikes from their opponent. There is no such rule in this game.

Cazadores are expert fighters and hunters who can weave their way through the battlefield in the face of lethal strikes from Foes. Therefore, locking Cazadores into a position is mostly reserved for effects inflicted by specially dangerous Foes. Most close combat Weapons have a RNG of 1” to support this approach.

Terror Attacks

While Cazadores must rely on cutting down their enemies, Foes can also use their innate fearsomeness to make Attacks using their Terror Rating. These Attacks are usually reserved for the Adversary. Terror Attacks often affect multiple models and impose the Terrified Condition, but rarely inflict Wounds (WNDs).

Terror Attacks are considered Shooting Attacks with the following exceptions:

  • The Foe uses their Terror Rating to make the Shooting Check.
  • The DT for the Attack is the Target’s Fortitude Rating.

5.4 Conditions

During the course of the fight, Models are likely to be afflicted by a variety of Conditions that impact their effectiveness.

During the game, players can use the tokens provided in Model Sheets and Counters or set a d10 matching the Condition’s number next to the affected Model.

Table 5.1: Conditions
Condition Effect
1. Bleeding Model takes 1 WND after completing the Move or Cover Ground Action.
2. Burning Model takes 4 WNDs at end of Round.
3. Defenceless There is no DT to Attack this Model.
4. Freezing SPD -2. Model makes Stealth & Athletics Checks at Disadvantage.
5. Hidden Model is not eligible to be considered a Target in Foes’ Decision Trees though it may still suffer Attacks or effects that target an Area or all Hostile Models. Model gains Advantage if the next Attack is made with this Condition. Any Action other than Move cancels the Condition. Condition expires at the end of the Round.
6. Knocked Down Model can only take the Recover Action and has the Defenceless Condition until Knocked Down is removed.
7. Poisoned Model takes 1 WND at end of Round. Model has Disadvantage on Fortitude Checks.
8. Stunned Model can only take the Move or Recover Actions.
9. Terrified Model must immediately move up to their SPD away from the Foe that Terrified it. Model cannot move toward that Foe until this Condition is cleared.