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Scrye 4/2 - 41 - X-Files CCG: Feature

THE X FILES

Defense vs. Adversaries
Keeping Your Agents Healthy

by Ron Kent

Defending your Agents from Adversaries in
the X-Files CCG can be a daunting task. Since
you don't know which Adversaries your oppo-
nent has included in his deck, how can you pos-
sibly defend against all of them? Your deck will
become too large and unmanageable if you
include one or two of each type of Witness that
negates an Adversary. How then do you over-
come these problems? There is a type of logic
built into the system. If you understand it, you
can defend your Agents.

In general, each skill is keyed to two types of
questions, e.g., behavioral skill can be used to
ask Result and Motive questions. If you know
which skills you intend to use, you need only to
look at the Site cards that you are including in
your deck, to determine which types of questions
that you will be asking. The vast majority of
Adversaries are keyed to certain questions.
Therefore, if you know the questions you will be
asking, you can figure out which types of
Adversaries your opponent will be able to use on
you, and plan accordingly.



The first step in designing your defense is
understanding the X-Files Notebook. In general,
someone beginning to learn the X-Files CCG
should include Sites that ask all four questions
(Affiliation, Method, Motive, Result) but, as one
becomes familiar with the system, it becomes
apparent that only three questions are really
needed to ferret out your opponent's X-File. The
first step in designing your defense is to decide
on which three questions that you feel comfort-
able in asking.

When deciding which questions to ask, the
first step is to look at the Team of Agents that
you intend to run. This will dictate which skills
to use and which questions you
will be asking. It may be neces-
sary to modify your Teams
make-up in order to find the
optimum combination.



Once you know which ques-
tions that you will be asking, it
is important to know which
Adversaries you will be facing.
The following is a list of ques-
tions and the Adversaries that
target each one, as well as some
suggestions for defense. Keep in
mind that this list deals only
with the first edition of the X-
Files CCG. Future editions and
expansions will alter the number of Adversaries
targeting a specific question. It falls on the player
to keep up with Adversaries introduced in later
editions/expansions. Once you know the system,
this shouldn't pose a problem.

Affiliation: At present there are only two
Adversaries that specifically target this question.
Since Affiliation is one of the easiest ways to cor-
ner an X-File, you can be sure that your oppo-
nent will include at least one of them.

1. Slithers In The Night:
This is an Occult
Adversary that is brutal
in Close Range Combat
(CRC: 6). It has no spe-
cial abilities and no Long
Range Combat (LRC)
capability, but with six
Health, it will be hard to
stop before it comes to
grips with your Team. If
your Team has a high
LRC skill total, you
should be able to gun
this Adversary down. Otherwise, including an
Evasive Maneuvers Event card will stop it, as will
The Calusari Witness card. Cost: 4 CP.



2. The Mechanic:
This is a Government Adversary with an LRC: 4,
CRC: 3, and Health: 5. It can use Martial Arts and
Subterfuge Combat cards. Unless your deck
includes combat cards usable by your Agents, it is
better to avoid combat with this Adversary. The
Evasive Maneuvers Event card and the Sheriff
Mazeroski Witness card can be used
to Negate this Adversary. The Smoke
Screen Event card is also useful in
keeping a Team safe from this
Adversary (or any Government
Adversary for that matter). Cost: 7 CP.

3. The Dark Angel:
Some Occult Adversaries should
just be avoided; this is one of them.
With its LRC: 5, CRC: 8, Health: 10,
and the ability to use any Combat
card for one CP less, it is one of the
most dangerous cards. Luckily it's a
promo so you won't run into it that
often. It can be negated with "The
Calusari" Witness card. Cost: 10 CP.



Summary of cards useful in defending against
Affiliation Adversaries: Evasive Maneuvers Event
card, Smoke Screen Event card, The
Calusari Witness card, Sheriff Mazeroski
Witness card.

Motive: There are five Adversaries that
target this question. In addition, the
power levels on these Adversaries are
high. If your opponent chooses to
defend this question, you can be fairly
certain that he will be playing one big
Adversary, rather than several small ones.

1. Alien Bounty Hunter
The Alien Bounty Hunter is perhaps one
of the deadliest Adversaries that you
could run up against... With its CRC: 6
and Health: 6, its only weakness is its
lack of an LRC. In addition, each damage source
that hits it in CRC does one damage to each
Agent (i.e., if three Agents contribute to the CRC
check, then each of them takes 3 damage!) and
can use Martial Arts and Subterfuge cards. If it is
eliminated, it is not discarded, but shuffled back
into its owner's Bureau deck. This ensures that
your Team will meet it again. The best way to
defeat this Adversary is to negate it. This can be
done with the Evasive Maneuvers Event card or
the Lt. Colonel Marcus Aurelius Belt Witness card.



If your Team has a high LRC you eliminate it,
but this is not the best option, as it will just
keep coming back. Cost: 12 CP.

2. Deadly Blur:
This Alien Adversary has a CRC: 4 and any
Agent that loses even one point of Health to its
attack will have to go to the Hospital for two
turns. With a Health: 6 and the ability to
reduce each opponent's LRC and CRC skill by
one, it is very hard to defeat. In addition, it can
use Subterfuge cards. Agents should not get
into a fire fight with this Adversary. It should
be negated with the Evasive Maneuvers Event
card or the Lt. Colonel Marcus Aurelius Belt
Witness card. Cost: 7 CP.

3. Good People, Good Food:
This Primordial Adversary has no LRC, a CRC: 3,
and Health: 10. It is possible to defeat it in two
turns with an average Team, but beware, your
opponent is probably using combat cards if he is
playing this Adversary. With its ability to split
damage this can make it powerful. It can be
negated with the Evasive Maneuvers Event card or
the Dr. Daniel Trepkos Witness card. Cost: 8 CP.



4. Pvt. Mcalpin, Zombie
This Occult Adversary halves LRC
attack values, combined with its
Health: 6 it is unlikely that a Team
will be able to gun it down, and its
CRC: 5 is enough to send any Agent
to the Hospital. It is best to negate
this Adversary with the Evasive
Maneuvers Event card or the The
Calusari Witness card. Cost: 6 CP.

5. The Manitou:
This Occult Adversary can devastate
your Team. It has no LRC, but with
Health: 8 it will probably live to the
CRC round. It has a CRC: 6 and
Agents wounded by it cannot heal unless a
Healing card is used on them. The following
cards are examples of Healing cards: First Aid
(Combat), Successful Diagnosis (Event), Medical
Treatment (Event), Medi-Kit (Equipment),
Hospital Crash Cart (Equipment). Make sure that
you include Healing cards in your deck! This
Adversary can be negated with the Evasive
Maneuvers Event card or the Calusari Witness
card. Cost: 6 CP.

Summary of cards useful in defending against
Motive Adversaries: Evasive Maneuvers Event card,
Lt. Colonel Marcus Aurelius Belt Witness card, Dr.
Daniel Trepkos Witness card, The Calusari Witness
card, First Aid (Combat), Successful Diagnosis
(Event), Medical Treatment (Event), Medi-Kit
(Equipment), Hospital Crash Cart (Equipment).




Method: This question is specifically targeted
by four Adversaries. These Adversaries tend to be
low power and not very costly in terms of the CP
they require to be played.

1. Crew-Cut Man:
This Government Adversary has the ability to
enter combat with only one of a Team's Agents.
With an LRC: 4, CRC: 4, Health: 5 and the abili-
ty to use Martial Arts and Subterfuge cards, only
the toughest Agent could beat him. Better to
Negate him with the Evasive Maneuvers Event
card or the Sheriff Mazeroski Witness card. The
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