Pursuit Tactics are special move used During pursuit by both Fugitves and Pursuiter
Tactics may only be used in the player turn, (except if they are a reaction to something)
Some tactics may have some restriction on where one could use

There are two categories of tactics: Basic and Special
Everyone can learn Basic Tactics

Special Tactics are unique to each profession

You can use as many Tactics as you want up to the Maximum number of uses allowed per entire Pursuit
Fugitives MAX Tactic Uses: \(\text{Pursuit Tactics=SPD Rating}\)
Pursuiter MAX Tactic Uses: \(\text{Pursuit Tactics=INT Rating}\)

Note that use Use of Pursuit is Always voluntary and commonly in most rounds is likely that no tactic is employed
remember to manage your tactic uses, as they will only regenerate at the start of another one

Reminder: PD: Pursuit Distance, Hex on Board between two token

Speed Burst (Target or Non-Target) Normal Movement, Reaction
An increase in speed while running.
The token advanced one additional hex in the facing direction.
The extra hex may be added at the beginning or end of movement,
thereby allowing the Fugitive to advance two hexes after a Pivot.

This Tactic also may be played as a Reaction by a Target at the end of the Pursuer’s movement,
For instance, if the Pursuer lands in the Target’s hex, the Target can React with a Speed Burst, advancing to the next hex.

Played Normally: always successful
Played as Reaction: roll \(1d6 \text{ + Fugitive SPD Rating Vs } 1d6 \text{ + Predator's INT Rating}.\) to succeed

Zig-Zag (Target only; PD<4)
Running in an erratic pattern rather than straight ahead to confuse Enemies
If a Pursuer is within 3 hexes at the time the Zig-Zag is announced (any time before or during movement),
the Pursuer’s movement allowance is reduced to only 2 hexes in its next turn.

Dust-Up (Any Fugitive before the Pursuer):
This can be performed if the Fugitive occupies a hex that the Pursuer could move to during normal movement in the next turn.

The Fugitive kicks dust into the air as it runs,
The Pursuer’s lapse of attention prevents it from using any tactical maneuver during its next turn.

Jink (Target Only; PD<4):
High-speed erratic movement, designed to throw off the pursuer
If a Pursuer is within 3 hexes when the Jink occurs, the Pursuer’s token is immediately rotated randomly one hexside (60 degrees) to left or right (roll 1d6: odd: turn right; even: turn left).

Pass Between (NonTarget):
If a nontarget Fugitive passes between a Pursuer and its Target, the Pursuer might be tricked into switching to the interloper as its new Target.
Roll \(1d6\): [1–3]: sticks with its original Target; [4–6]: the Pursuer must switch to the new Target, at the cost of one tactical use.

Twist (Target or NonTarget):
If a Fugitive has a movement allowance of 3 or more,
a Twist allows it to turn one additional hexside (60 degrees) during normal movement.
The Twist must occur before movement is initiated, as if the token started with a different facing direction,
allowing the Fugitive to advance up to its full movement allowance.
A twist does not count as a regular pivot, but does count as one tactical use.

Freeze (Target or NonTarget; PD<6):
Results in the Fugitive coming to a sudden halt.
Any pursuing Raptor within 5 hexes misjudge the Fugitive and overfly the Fugitive by one hex in its next pursuit turn.
The Raptor can continue normal movement during its turn from that point.
May be played as a Reaction by a Target if the Raptor ends movement in the Target’s hex, resulting in the Raptor advancing one additional hex beyond the Target.

Played Normally: always successful.
Played as Reaction: roll \(1d6 \text{ + Fugitive's INT Rating Vs. } 1d6 \text{ + Pursuer’s INT Rating}\)

Last Ditch (SPD or INT or CON, Target only):
Just as every action movie involves a scene where the fugitives jump from a cliff (often into a river),
swing across an impossible chasm, run over a rickety bridge, or race in front of a hurtling train,
Last Ditch is an attempt to throw off a Pursuer by doing something daring, and potentially stupid.

Last Ditch may be at tempted only if the token is in a hex on the edge of the pursuit board.
This tactic is played by just one player, but the consequences apply to all Fugitives within 1 hex.

Last Ditch succeeds on a skill check based on \(\text{SPD, or INT, or CON Rating + 1d6 Vs. DV=6}\).
The Trait used in the skill check must be determined randomly
after the Last Ditch attempt is announced: roll 1d6: [1–2]=SPD; [3–4]=INT; [5–6]=CON.
If the attempt succeeds: all Fugitive tokens affected by Last Ditch are removed from the pursuit board; the Pursuer must switch to a new Target, if any are available.
If the attempt fails: then any Fugitive affected by the Last Ditch is barred from using any Reaction that round, and the nearest Pursuer may be advanced into the hex with the Fugitives to initiate Combat.

\(\text{Predator Tactics = INT Rating}\)
Predator may not immediately use a tactic as a Reaction

Switch Target (all predators, Juvenile and older):
A voluntary change from one Target to another during pursuit.
Note that Switch Target, like other predator tactics, may be used a limited number of times during a particular pursuit.
Switch Target does not allow a Pursuer to reacquire a Target lost due to Flash Tail, Quick Conceal, or Tree Dash tactics by a Fugitive (see Find Target instead).

Hurry (all predators; Subadult and older):
A tactic that helps an excited Pursuer to close the gap between itself and a Target. By expending extra effort,
the Pursuer can advance one additional hex (2 hexes for a Stalker) at the end of its normal movement. Although a Hurry can cancel the effects of a Fugitive tactic, it may not be used to end movement in the same hex as a Target.

Spin (Chasers, Stalkers, Brutes; Sub-Adult and older)
The Pursuer spins about to face a new direction. Spin permits the token to remain in the same hex as in Rotate, with no further movement, and turn two hexsides (120 degrees) instead of a normal rotation of one hexside. Martens, Ringtails, and Minks can face any direction (up to 180 degrees) with a Spin.

Cut (Chasers, Stalkers; Young Adult and older):
A quick counter to an evasive action by the Target, the token may be rotated by one hexside (60 degrees) before normal movement. After the Cut, the token can run and pivot for the full movement allowance. However, a Cut is allowed only in the pursuit round immediately after the Target has employed a Tactical maneuver.

Worry (Chasers; Mature or Apex; PD<3):
Nipping at a Fugitive when the Pursuer faces the Target and is within 2 hexes of the Target. Worrying prey has the effect of increasing tension and clouding the Fugitive’s judgment. The Target that is Worried may not attempt any tactical maneuver and may not pivot more than one hexside during the Fugitive’s next round. The effect wears off at the end of the Fugitive’s next round of movement.

Slap (Stalker, Brute; Young Adult and older; PD=1):
Striking with forepaws at a Fugitive that is in one of the three adjacent hexes to the front of the Pursuer. Slapping prey has the effect of increasing tension and clouding the Fugitive’s judgment. The Target that is Slapped may not attempt any tactical maneuver and may not pivot more than one hexside during the Fugitive’s next round. The effect wears off at the end of the Fugitive’s next round of movement.

Bound (Cats; Mature or Apex):
A maneuver with the same effect as Vault, where the predatory cat (small cat, bobcat, ocelot, lynx, etc.) leaps over an obstacle and continues running in the same direction. Domestic cats (House, Barn, Feral, etc.) can only Bound over Minor obstacles; Bobcats, Ocelot, Lynx, and Cougar can Bound over Major obstacles. Although a Vault results in advancing 2 hexes, the maneuver costs only one movement point.

Scramble (Stoats, Ferrets, Mongooses; Mature or Apex):
Weasel relatives and Mongooses cannot leap over obstacles like Cats, but they can scramble through obstacles with little or no hindrance. Stoats, Ferrets, and Mongooses can Scramble through a Minor obstacle hex without stopping or checking with a die roll. They can pass through Major obstacle hexes the same way most animals pass through Minor obstacles: roll 1d6; on a result greater than the Pursuer’s movement allowance (Stoats), or a roll of 6 (Ferrets and Mongooses), the Major obstacle does not interfere with movement and the Pursuer may proceed up to its full movement. On a result less than or equal to the movement allowance, the Pursuer must stop in the obstacle hex.

Bash (all Canid Chasers, Brutes; Mature or Apex; PD=1):
Intentional collision with a Fugitive. A Bash may be attempted if the Pursuer occupies a hex adjacent to a Fugitive, but not directly facing the Fugitive, at any point during its normal movement. A Bash may be directed at a Target or Non-Target. The Bash knocks the Fugitive off balance; the Fugitive may move only 1 hex in the next turn.

10. Hurl (Brutes; Apex; PD<4):
Hurl allows a Badger, Wolverine, or Bear to fling an object at a Fugitive without slowing down. The Brute merely has to swing a powerful forepaw at a natural object such as a stone, chunk of wood, or clod of dirt to propel the object forward. Hurl may be attempted only if the Pursuer is within 3 hexes of a Fugitive; it may be directed at any Fugitive (not just the Target) within range to the front of a brute. Badgers and Wolverines may Hurl only small objects the size of an apple (100 grams); Bears may Hurl objects the size of a mini-watermelon (3 kilograms). To determine whether the object hits a Fugitive, roll 1d6 + AGI Rating of the Brute vs. 1d6 + SPD Rating of the intended Fugitive. If the Brute’s roll exceeds the Fugitive’s, the successful hit brings the Fugitive to a full stop for one pursuit round. In addition, a small object causes 1 HP damage and a large object causes 1d6 HP damage. If the object misses, but the Brute’s AGI check equals the Fugitive’s, then the object hits beside the Fugitive and throws up a cloud of dirt; the Fugitive must roll to check for Shock.

Drift (Raptor; Sub-Adult or older):
On a long, straight flight path, the raptor can gradually Drift left or right. For every five hexes forward, the token may be advanced into a 6th hex that is shifted one row to the left or right, maintaining the same facing direction (see diagram). Thus, a Red-tailed hawk with a movement allowance of 17 can drift as much as 3 rows left or right in straight flight from the starting hex.

Hover (Raptor; Young Adult and older):
An aerial maneuver by a Raptor that permits it to remain flying in the same hex without moving forward. The token is not moved during the turn, but may change facing direction one hexside (60 degrees) left or right as in normal Rotation during ground pursuit. Hover is restricted to Osprey, Harrier, all Falcons, and Barn Owl.

Wheel (Raptor; Mature or Apex):
An aerial maneuver in which a Raptor banks at a steep angle, allowing it to alter course sharply. The maneuver essentially gives the Raptor the same movement options as a rabbit (or Harrier) making a Narrow or Wide Pivot: the Raptor’s token may change direction through two hexsides, either in a single 120-degree bank, or in two consecutive 60-degree banks. Harriers, Goshawks, and Owls can completely reverse direction (180 degrees) in a Wheel, but must end movement in a hex that could be reached by Banking (in effect, rotating an additional hexside after a normal Bank). A Wheel must be performed instead of, not in addition to, any other change in direction. Example (right): During pursuit by a harrier, a rabbit runs in the opposite direction. In response, the harrier Wheels, reversing direction 180 degrees, and comes up directly behind the rabbit.

Scissors (Raptor; Apex)
An aerial maneuver by a Raptor that involves rapid banking left and right, resulting in a zig-zag course in a net forward direction. Movement allowance is reduced by 5 hexes when flying in a Scissors pattern, but the weaving flight counters evasive maneuvers by prey. A Target to the front of the Raptor may not use any Fugitive Tactic in the next turn.

Last Edit: 2025-03-19
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