#manhunter #N1 #Nemesis #Monster
## Intro
>It came from a distant, golden city. It came hunting to serve some horrifying purpose. It came without remorse, without mercy, and without explanation. It came for you.
## Nemesis - Special Showdown(Skip Hunt)
**Departing survivors** do not have a Hunt Phase. Instead, select the Manhunter's monster level based on the current lantern year and set up the showdown accordingly. Unless directed to by the timeline, the Manhunter may not be chosen for a Nemesis Encounter.
| Year | Level |
| ------- | :---: |
| 1 - 7 | **1** |
| 8 - 13 | **2** |
| 14 - 19 | **3** |
| 20+ | **4** |
## AI Deck:
### Instinct:
>**Impatience**
>The Manhunter fires a round into the air, making a deafening boom. All non-deaf survivors suffer MONSTER LEVEL brain damage.
>
>End the monster's turn.
### Level 1:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 1 | 7 | 3 | 0 | 6 | 8 | +0 | +0 |
- S: Gun Action
- S: Tombstone
- S: Gritty Armament
- S: Short Stride
### Level 2:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 2 | 7 | 6 | 0 | 7 | 11 | +1 | +1 |
- S: Gun Action
- S: Tombstone
- S: Gritty Armament
- S: Full Stride
### Level 3:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 3 | 8 | 7 | 1 | 8 | 11 | +1 | +1 |
- S: Gun Action
- S: Tombstone
- S: Gritty Armament
- S: Full Stride
- S: **[[Indomitable]]**
### Level 4:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 3 | 8 | 8 | 2 | 9 | 13 | +2 | +2 |
- S: Gun Action
- S: Tombstone
- S: Gritty Armament
- S: Full Stride
- S: **[[Indomitable]]**
- +2 Accuracy Tokens
## Showdown Setup
![[Manhunter Graphic.png]]
### Terrain & Deployment
- 2 Stone Column Terrain Cards (6 columns) placed in the yellow spaces.
- 1 random terrain card, setup normally.
- Place the Manhunter in the Center (RED) of the board
- Place Survivors in the blue zone.
The survivors are taken by surprise.
**The Manhunter goes first.**
## Aftermath
(After they conclude, the Settlement Phase continues where it left off. Heal all light and heavy injuries from the victorious survivors and remove all tokens.)
#### Victory
- +1 Hunt XP
- +1 weapon proficiency level
- + **Rewards**
#### Rewards
The group realizes the settlement needs better protection. If the settlement does not have it already, place the [[Settlement Watch]] innovation on top of the Innovation Deck. This assures it will be drawn from the deck if the group decides to innovate this year.
| Level | Reward |
| ----- | --------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Gain the **Reverberating Lantern** rare gear. Roll 1d10. On a 2+ the survivor that dealt the killing blow gains the [[Tough]] fighting art. |
| 2 | Gain the **Hunter's Heart** rare gear. Roll 1d10. On a 2+ the survivor that dealt the killing blow gains the [[Abyssal Sadist]] fighting art. |
| 3 | Story Event MANHUNTER ![[Story_EventIcon_black.png]] [[Tools of War]] |
| 4 | Gain the **Deathpact** rare gear. <br>The battle was truly inspirational! Each survivor may gain the fighting art of their choice. |
If the settlement has innovated **Saga** when they defeat a level3+ Manhunter:
Roll 1d10. On a 3+, all **returning survivors** lose a disorder of their choice, gain the **Quixotic** disorder and +1 permanent strength.
#### Defeat
Add Story Event MANHUNTER ![[Story_EventIcon_black.png]] [[Lottery]] to the next lantern year on the timeline.