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F I G U R E S F O R T H E C O L L E C T O R
INDEX
TRAITS AND SPECIAL TRAITS...............................4
ACROBAT...................................................................4
AFFINITY...................................................................4
AGGRESSIVE SCHIZOPHRENIA...........................4
AMPHIBIOUS..........................................................4
ARMOR ......................................................................4
ARREST .....................................................................5
BAT CAPE ...................................................................5
BATCLAW .................................................................5
BIG/LARGE ..............................................................5
BIPOLAR ..................................................................5
BODYGUARD ..........................................................5
BRUTAL ....................................................................5
CANNIBAL ...............................................................6
CHARISMATIC ........................................................6
CLAWS ......................................................................6
CLIMBING SHOES ..................................................6
COMBO ....................................................................6
COUNTER ATTACK ...............................................6
CRIMINAL ...............................................................6
DETECTIVE .............................................................6
DIRTY FIGHTER .....................................................6
DISORDER ...............................................................6
DISTRACT ...............................................................6
DODGE ....................................................................6
ELITE BOSS .............................................................6
ELITE ........................................................................6
ELUSIVE ....................................................................6
EXPERT MARKSMAN .............................................7
EXPLOSIVE GEL ......................................................7
FAST ...........................................................................7
FLARE ........................................................................7
FOLLOW ME! ............................................................7
GOOD AIM ...............................................................7
GUNMAN ..................................................................7
HANDYMAN .............................................................7
HARDENED ..............................................................7
HATES ........................................................................7
HENCHMAN .............................................................7
HIDDEN ....................................................................7
IMMORTAL ...............................................................7
INFORMER ...............................................................7
INSENSIBLE ..............................................................7
INSPIRE .....................................................................7
JUDGMENT ..............................................................7
KAOS AGENT ...........................................................8
KILL THEM! ..............................................................8
LANTERN .................................................................8
LASER ........................................................................8
LEADER .....................................................................8
LETS GO! .................................................................8
LORD OF BUSINESS ................................................8
LORD OF THE SEWERS ..........................................8
LUCK ..........................................................................9
MARTIAL ARTIST ....................................................9
MASTER FIGHTER ..................................................9
MASTER MARKSMAN ............................................9
MASTER MIND ........................................................9
MOB ...........................................................................9
MOBSTER ..................................................................9
NIGHT VISION ........................................................9
OBSESSIVE ................................................................9
ONE SHOT GUN .......................................................9
ONE-ARMED ............................................................9
ORDER .......................................................................9
PERSUASIVE ...........................................................10
PICKPOCKET .........................................................10
POISON MASTER ..................................................10
PRIMARY TARGET ................................................10
PSYCHO ..................................................................10
PSYCHOLOGIST ....................................................10
RAPID FIRE ............................................................10
REFLEXES ...............................................................10
REINFORCED GLOVES .........................................10
RETRACTABLE CLAWS ........................................10
RUNAWAY ...............................................................10
SCHEMING .............................................................10
SCIENTIFIC ............................................................10
SEARCHER ..............................................................10
SHOOTER ...............................................................11
SIDEKICK ................................................................11
SMALL .....................................................................11
STEALTH .................................................................11
STOP! .......................................................................11
STRATEGIST / GRAND STRATEGIST ...................11
STREET GUY ..........................................................11
STUPID ....................................................................11
STURDY ..................................................................11
SUPERIOR SMELL ..................................................11
SUSTAINED DEFENSE ..........................................11
TAKE COVER! ........................................................11
TENSION .................................................................11
TIRELESS .................................................................11
TITAN ADDICT ......................................................11
TITAN DOSE ..........................................................12
TOTAL VISION .......................................................12
TOUGH SKIN ..........................................................12
TOUGH ....................................................................12
TRICKSTER ............................................................12
TRUE LOVE .............................................................12
UNDERCOVER .......................................................12
UNPREDICTABLE .................................................12
VETERAN ................................................................12
WEAK ......................................................................12
WEAPON MASTER ................................................12
SPECIAL ATTACKS..................................................14
CHARGE ..................................................................14
DEADLY STRIKE ....................................................14
DEVASTATING BLOW ..........................................14
ELECTRIC STORM .................................................14
2
LETHAL BLOW .........................................................14
POWER STRIKE .......................................................14
PRECISE BLOW ......................................................14
ROUNDHOUSE STRIKE......................................14
SNEAK ATTACK .....................................................14
TECHNIQUE .............................................................14
THIEF ..........................................................................14
WEAPONS SPECIAL RULES................................15
AIM ............................................................................15
DEFENSIVE ..............................................................15
EXPANSIVE ..............................................................15
EXPLOSIVE ..............................................................15
FIREARM ..................................................................15
HANDY .....................................................................15
HEAVY ......................................................................15
LIGHT .......................................................................15
MECHANIC ..............................................................15
MEDIUM RANGE ....................................................15
PROTECTING ..........................................................15
REACH ......................................................................15
RELOAD ....................................................................15
REMOTE CONTROLLED........................................15
SCOPE .......................................................................15
SHARP .......................................................................15
SHORT RANGE .......................................................15
THROWING WEAPONS .......................................15
TEMPLATES ................................................................17
EFFECTS ..................................................................18-19
MARKERS TO CUT ...................................20-21-22
3
Special rules are exceptions to the basic rules and always override these. To execute one of the special ru-
les the character must have it (see Character Card) and fullfll all the requirements and Action Counters
costs. rule description. Action Counter costs usually are indicated in parentheses
next to the name of the rule.
If a rule does not specify when it can be used, it is always in the characters turn, unless is a pasive rule,
which can be be played during the rivals turn.
ACROBAT.
Te basic BMC and the JC is 12cm and should not
spend any MC to move through a Difcult obsta-
cle or terrain, Jump or Get Up. Can move through
other miniatures. Acrobats can use the special rule
Dodge.
ARMOR.
Catcher gear.
Cancels weapon rule Heavy if attacked with it.
Football gear.
Cancels weapon rules Sharp and Heavy if
attacked with them.
Hockey gear.
Cancels weapon rule Sharp if attacked with it.
Power Armor.
Ignore the frst 3 Damage Markers received. Can
not be used again until reparation. In the Casual-
ties Phase, and during the Recovery roll, you can
use 1SC to repair the armor, making it operational
again. Tis armor is vulnerable to Fire, so each Fire
marker received causes Damage ( ).
BAT-armor Mk1.
Roll a die for each recieved hit, with a result of 5 +
ignores the impact.
BAT-armor Mk2.
Roll a die for each recieved hit , with a 6 result
ignores the impact.
Bulletproof Vest.
Shoots make Damage with 4+, instead 2+.
Kevlar Vest.
Reduces 1 Damage Marker whenever you receive
damage, to a minimum of 1.
Alfred Pennyworth: Its a problem with the
graphite, sir. Te next 10,000 will be up to specif-
cations.
Bruce Wayne: At least they gave us a discount.
Alfred Pennyworth: Quite. In the, uh, meantime,
sir, may I suggest you try to avoid landing on your
head?
Bruce and Alfred discuss the Batsuit, Batman
Begins
AMPHIBIOUS.
Does not spend MC to move through Difcult
Terrain Water.
I dont need help.
Not my diagnosis.
Batman and Scarecrow, Batman Begins
AGGRESSIVE SCHIZOPHRENIA.
You have to get closer and attack the closest
friendly or enemy miniature.
AFFINITY to: (character).
Can renounce to his Leader or Sidekick rank, to be
recruited by the band, of the indicated character, as
a Free Agent.
4
ARREST (1MC + 1SC).
If you are in contact with a KO miniature you may
remove it from game as Casualty.
BRUTAL.
You can repeat the Collateral Damage die, but
must accept the second result.
Ah, yes... I was wondering what would break
frst...
Your spirit, or your body?
Bane, Te Dark Knight Rises
Well, the work ofered by organized crime must
have an attraction to the insane.
Jonathan Crane, batman begins
BAT CAPE (1SC).
Spending 1SC you can not be damaged or knocked
down in Jumps and Falls. Can be used as a passive
rule.
BATCLAW (1SC + 1MC).
Can move from one point to another 30cm or clo-
ser, drawing an interrupted straight line between
the two points, free of obstacles and not through
any fat surface. Can instead pass through any gap,
ramp or height.
Te end point must be a place where you can per-
fectly place the miniature. Tis movement spends
all the BMC, but before or afer this movement,
you can use MC to move as usual.
Bruce Wayne: Too expensive for the Army?
Lucius Fox: I dont think they tried to market it to
the billionaire, spelunking, BASE-jumping crowd.
Bruce Wayne: Look, Mr. Fox.
Lucius Fox: Yes, sir?
Bruce Wayne: If youre uncomfortable...
Lucius Fox: Mister Wayne, if you dont want to tell
me exactly what youre doing, when Im asked, I
dont have to lie. But dont think of me as an idiot.
Bruce Wayne: Fair enough.
Batman Begins.
BIG/LARGE.
Tese characters usually measure twice a standard
human, so they are mounted on a bigger than nor-
mal base and have special rules.
Teir BMC is 12cm. In Falls and Springs into the
Air they only receive Damage per 10cm diferen-
ce with its JC, instead of every 5cm. It can not be
Pushed or Grabbed and can not be Knocked
Down, unless by the attacks and weapons labelled
Big.
Gets a -1 on all Blink! Rolls. Has the special rule
Tough and can use the special rule Charge.
BIPOLAR (Disorder).
Roll a die or coin at the start of your turn, if the
result is even/heads gets 1 extra Action Counter, if
it is odd/tails lose one.
BODYGUARD (1SC Pasive).
If a Leader or Sidekick receives an attack (of any
kind), being closer than 5cm, the bodyguard recie-
ves the attack.
5
CRIMINAL.
When achives the frst KO or enemy Casualty, gets
a +1 Willpower until the end of the game.
ELUSIVE (1MC Pasive).
Spend 1MC to get +1 to DEFENSE against Ranged
attacks.
DETECTIVE.
For each Detective character you have in the
band, you can cancel an opponents pass at the
beginning of each round.
DIRTY FIGHTER.
His ranged weapons get the rule Light.
It appears I chose unwisely, Detective.
Ras al ghul, Arkham City
DISORDER (1SC).
For every 2DC spent against an attack, get 3 Block
dice.
DISTRACT.
Once per round, you can choose a character that
you can See and is 10cm or closer. Reduce his
DEFENSE 1 point until the end of the round. Tis
efect is not cumulative.
DODGE (Pasive).
You can use MC to avoid Ranged Attack Impacts.
Each MC spent allows an Agility roll, each success
cancels an impact.
ELITE BOSS: Kind.
Band can align any number of Elite characters of
the type indicated.
ELITE: Kind.
You can not have in your band more than 1 Elite
character of the same Kind.
CANNIBAL.
If at any time during your turn, you are in contact
with a KO character you must perform
a Motivation roll. If you pass it you play your turn
normally, if you fail you must spend 2 Action
Counters to
Devour immediately. If you dont have enough
counters you must wait to his next turn to Devour.
A Devoured miniature is retired as Casualty.
I will enjoy feasting on your bones.
Killer Croc, Arkham Asylum
CHARISMATIC.
Your Band can align 1 Free Agent for every 100
reputation points, instead 150.
CLAWS.
His Unarmed attacks produce Damage ( ).
CLIMBING SHOES.
Must not spend MC to Climb and this movement
is not considered Disabled. Also, if you spend 1SC
you can fnish your movement at any point, even
in walls.
COMBO With: Weapon.
For every 2 AC spent with that weapon gets 3
Strikes.
COUNTER ATTACK (Pasive).
If he Blocks a hit, can give a blow to his attacker.
Tis counter-blow or shot is considered simulta-
neous to the attack.
6
HARDENED.
Te frst Damage marker ( ) received each round,
becomes a marker Damage marker ( ).
JUDGMENT.
When he KOs an enemy character, fip a coin: if the
result is heads remove it as Casualty.
Bruce Wayne: I watched you die.
Ras al Ghul: I told you I was immortal.
Ras al Ghul, Te Dark Knight rises.
Im no rat! In a town this bent, whos there to rat
to, anyway?
Jim Gordon, Batman Begins
HIDDEN.
Can be deployed anywhere in the playing area, but
always more than 10cm from any objective.
IMMORTAL.
Removing this character as Casualty grants VP as
if he was KO.
INFORMER.
You can Pass one more time in the Execute the
Plan phase.
INSENSITIVE.
Tis character does not reduce Action Counters if
he accumulates Damage markers.
INSPIRE (1SC).
All his Henchmen closer than 10cm gets 1 Action
Counter you can assign to the basic ability you
want. Can only be used once per round.
HATES: Band/s
Must not be aligned with the specifed Band/s.
HENCHMAN (rank).
You can include any number of Henchmen in your
Band. All Henchmen can use the special rule
Lets Go!.
Some Henchmen can be aligned more than once in
the same band, this will be indicated with a * next
to Henchman rank.
EXPERT MARKSMAN.
His targets have a -1 penalty to Blink! rolls.
EXPLOSIVE GEL.
If a character with Explosive Gel Manipulates
a lamppost, sewer or urban furniture place on it a
Gel marker. During any subsequent round this
character can destroy the selected item and remove
it from the game spending 1SC.
FAST.
Can repeat the MC used to move.
FLARE.
If you Manipulate a Flare, all the playing area will
be under the efect of Light till the end of round.
FOLLOW ME! (1SC).
All his Hechmen 10cm or closer, get 1MC. Can be
used once per turn.
GUNMAN.
Can attack 2 times in a turn with ranged weapons.
HANDYMAN.
Does not have to spend MC to Manipulate.
GOOD AIM (1SC).
Ignores the Aim rule with his ranged weapons.
7
LANTERN (1SC).
If not in contact with an enemy, can illuminate
(see Light) an area of 10cm diameter around him
until the end of the round.
LORD OF BUSINESS.
His band has 500$ extra for its creation, and can
choose up to 2 Loot Objectives.
LORD OF THE SEWERS.
Killer Croc does not count toward the limit of
miniatures that can be in the Sewer. Killer Croc
can start the game inside the Sewer but he must
stay at least one turn. His Band takes 1 extra Sewer
Marker.
KAOS AGENT.
At the beginning of the game remove 1 opponents
die or counter from the bag or container you use to
Take the Lead. Tis subtraction can make the game
end before the established minimum number of
rounds.
All the Henchmen gets the Special Rule Tricks-
ter.
Introduce a little anarchy. Upset the established
order, and everything becomes chaos. Im an agent
of chaos. Oh and you know the thing about chaos,
its fair.
Joker, Te Dark Knight
Listen, Im what you might call... a collector. If so-
meone wants it, I like to think Ive got it. And if I
dont have it... Ill get it.
Penguin, Arkham City.
KILL THEM! (1SC).
All the Henchman of his band, 10cm or closer, get
1 AC. Only can be used once per turn.
LASER POINTER
When Manipulates a Laser, if you can draw an in-
terrupted straight line, can leave a character under
the efect of Light until the end of the round.
LEADER (Rank).
You can only include 1 Leader in the band and
must always be the Band Leader. His Band Hen-
chmen 10cm or closer can use the rule Lets go!
without spending SC. Leaders can use Inspire
and can repeat a Willpower roll, always accepting
the second result.
LETS GO! (1SC Pasive).
At the end of the turn of a Henchman of the same
Band, roll a die. If you get a 4+ this character is
activated immediately, without giving the opportu-
nity to the opposing player to activate one of his
miniatures.
If you use Lets go! consecutively by several hench-
men, you should increase the difculty of the roll
by 1 per each use, afer the frst time, up to 6.
8
LUCK (1SC).
Spending 1SC can re-roll any roll that afects di-
rectly to the character, even Impact rolls against
him.
MARTIAL ARTIST.
Ignores Numerical Inferiority.
MASTER FIGHTER.
Gets a +1 on Impact rolls when Unarmed.
MASTER MIND.
At the beginning of the game add 1 die or coun-
ter of your band to the bag or container you use to
Take the Lead.
MOB.
All Henchmen of the Band of this character get a
+1 to the roll of the rule Lets Go!
MOBSTER.
When attacking an outnumbered character, in clo-
se combat, gets an extra attack against that charac-
ter.
NIGHT VISION.
Tis character can See at any distance.
OBSESSIVE (Mental Disorder).
If attacks an enemy character, must continue attac-
king him (can not change target) until KO. He also
gets +1 to STRENGTH against this enemy charac-
ter.
ONE SHOT GUN (2AC + 2SC).
Once per game, instead of attacking, can choose an
enemy that he can See closer than 20cm which
receives an automatic hit Strength +2,
Damage ( ) and CRT: Low.
ONE-ARMED.
He has a -1 penalty to Block.
ORDER (1SC).
A friendly character he can see, can immediately
reposition up to 2 Action Counters. It can only be
used once per turn.
MASTER MARKSMAN.
Can repeat Impact rolls of his shots.
Looks like your lucks run out, Batman!
Two Face, Arkham City
You, yourself fought the decadence of Gotham for
years with all your strength, all your resources,
all your moral authority and the only victory you
achieved was a lie. Now you understand Gotham is
beyond saving and must be allowed to die.
Ras al Ghul, Te Dark Knight Rises
9
PSYCHO.
Never gets changed his Willpower bt any circum-
stances or special rule.
PSYCHOLOGIST.
Solves automatically the Enigma objectives without
rolling the dice. He can also play Psychoanalysis.
Psychoanalysis (1SC): Cancels all the special ru-
les called Disorder of any character he can See
20cm or closer.
RAPID FIRE (1SC).
When using a ranged weapon gets +1 Rate of Fire,
even when moving.
REFLEXES.
Can re-roll failed Agility rolls, but must accept the
second result.
REINFORCED GLOVES.
His Unarmed attacks produce Damage ( ).
RETRACTABLE CLAWS.
His Unarmed attacks produce Damage
and are considered Sharp (see Weapons).
RUNAWAY.
Immune to Arrest.
SCHEMING (X)
If this character is in the Band that Raises the Plan
frst, you can always make a number X of charac-
ters to Raise their Plan afer the enemy.
SCIENTIFIC.
His Special characteristic is 4 instead of 3. If it is
removed as a casualty, gives one additional VP.
SEARCHER.
Before starting the game subtract 1 Strategy point
to your opponent.
PERSUASIVE (1SC + 1AC).
If an allied Leader or Sidekick receives an attack (of
any kind), being closer than 5cm, this character re-
cieves the attack paying 1SC + 1AC.
PICKPOCKET.
If he uses Manipulate to a KO character he can
Steal.
POISON MASTER.
You can roll 3 dice, instead of 2, ignoring the lower
result, in the Endurance Roll to cure a Poison.
PRIMARY TARGET: Kind.
Before starting the game, you must choose 1 Ob-
jective of the indicated kind. If this character con-
trols it gets 1 additional VP.
Why fght it, Batman? Youre as crazy as the rest
of us. You need us as much as we need you. And to
prove it, Ill food the catacombs with enough Fear
Gas to break the minds of everyone in Gotham for
a hundred years.
Scarecrow, Arkham asylum
I respect the minds power over the body. Its why
I do what I do.
Dr. Jonathan Crane
10
TAKE COVER! (1SC).
His band Henchmen, 10cm or closer, gets 1DC.
Can only be used once per turn.
SHOOTER.
Bypasses a Blink! in each shot.
SIDEKICK (Rank).
You can only include 1 Sidekick, unless you choose
a Sidekick as Band Leader. In this case you may
include a second Sidekick. Henchmen of his Band
20cm or closer, may re-roll the rule Lets go!
SMALL.
His BMC is 8cm. Gets +1 on Blink! Rolls.
STEALTH.
Enemies can only See this character, if he is 20cm
or closer. He can be Seen by other rules like: Light,
Total Vision or Superior Smell...
STOP! (1SC Pasive).
Interrupts the activation, and prevents the use of
MC, to an enemy character he can See.
STRATEGIST / GRAND STRATEGIST.
Gets 1/2 additional Strategy points at the begin-
ning of the game.
Gothams time has come. Like Constantinople
or Rome before it the city has become a breeding
ground for sufering and injustice. It is beyond sa-
ving and must be allowed to die. Tis is the most
important function of the League of Shadows. It is
one weve performed for centuries. Gotham... must
be destroyed.
Ras al ghul, Batman Begins
STREET GUY.
You can use Crouch without spending SC.
STUPID.
Can not Manipulate.
STURDY.
Loses 1 Action Counter per 3 Damage Markers
received instead of 2.
SUSTAINED DEFENSE.
For every 2DC spent against an attack, get 3 Block
dice.
TENSION.
Gets +1 to his Attack and Defense values when he
has at least one Damage Marker.
TIRELESS.
For every 2MC you use to increase your BMC, get
3 movement dice.
SUPERIOR SMELL (1SC).
Doesnt need an interrupted straight line to See his
target, anything closer than 40cm can be seen
even if the target is not under the efect of light. He
is also immune to the Blindness efect.
TITAN ADDICT.
You can use a Titan Dose more than once per
game, but no more than once per round.
If, at the beginning of your turn, this character can
see Titan Container marker, he must move all the
CDM in a straight line to the marker. You can resist
this temptation to get closer to the Titan spending
1 Action Counter at your choice.
11
TITAN DOSE (One use only).
If a character has a Titan Dose may use it, in the
Raise the Plan phase, to obtain +1 to all values
Principal Characteristics during this round. A cha-
racter can use a only one dose during the game, a
second will kill him.
TOUGH SKIN.
In Damage rolls against this character, always sub-
tract -1 to the die result.
TOUGH.
Can re-roll failed Endurance rolls, but must accept
the second result.
TRICKSTER.
At the beginning of this character turn can reposi-
tion his Action Tokens.
TRUE LOVE: Character.
If the loved character is in the same Band and
is removed as a casualty, the character gains +1
WILLPOWER and +1 ATTACK until the end of
the game.
UNDERCOVER.
Can deploy up to 20cm. outside the deployment
area.
UNPREDICTABLE.
His SC can be used in any other skill or special rule,
as a wildcard.
VETERAN.
At the start of his turn he can relocate 2 Action
Counters.
TOTAL VISION.
In addition to Night Vision his line of sight can
cross any obstacles or scenery elemen, although
you can not shoot through these elements, unless
the weapon has Remote Control.
WEAK.
Loses 1 Action counter per each Damage marker
accumulated rather than every 2 Damage markers.
WEAPON MASTER.
Gets a +1 on Impact rolls when is not Unarmed.
12
13
SPECIAL ATTACKS.
During their turn characters can attempt to make a single Special Attack against one enemy. Tis attack
must be declared before rolling any dice, but can be done before or afer other normal attacks. Special
Attacks usually modify the efects of the normal attacks, so if you perform a Special Attack against a cha-
racter, you may not strike him again, unless otherwise specifed.
To perform these attacks you must met all the requirements and Action Counter costs. Many of them must
be made Unarmed or a with particular weapon, if nothing is inidicated you can choose do it with any we-
apon or Unarmed.
CHARGE (1MC + 1SC).
Te character must move in a straight line, while
performing this move can hit (or Push without
spending SC) the miniatures in his path, displa-
cling them just enough to pass. At the end of the
movement he can attack normally.
DEADLY STRIKE With: (1SC).
When hitting an enemy character gets CRT: Ca-
sualty.
SNEAK ATTACK (1SC).
Tis attack can only be performed if, at the begin-
ning of the turn, the target can not See the attacker.
Target character can not Block attacks.
THIEF With: (1SC).
When hitting an enemy character gets CRT: Steal.
TECHNIQUE (Unarmed 1SC).
If you Damage an enemy character, recieves the
Knock Down efect. If he is also Knock Down by
the Collateral Damage die, sufers an automatic
Impact Strength +4 and Damage ( ).
ROUNDHOUSE STRIKE With: (1SC +1AC).
Can attack, for free, all miniatures 3cm or closer.
You can only do it once per turn, but before or afer
this Special Attack you can attack normally.
PRECISE BLOW (1SC).
When attacking an enemy character, gets a +1 in
the Impact Roll and can repeat the Collateral Da-
mage die.
POWER STRIKE with: (1SC).
If he achieves a Hit the target is Knock Down au-
tomatically.
LETHAL BLOW (1SC).
If you Damage an enemy character he also sufers
the Stun Efect.
ELECTRIC STORM (3SC+1AC).
Center the explosion template in this character, all
the miniatures partially or totally inside (except the
attacking character) receives one impact Strength
+4 and Damage ( ). You can only use Electric
Storm one time per activation, but you can attack
normally before and/or afer this Special Attack.
DEVASTATING BLOW (1SC per attack).
When attacking an enemy character gets +1 to
STRENGTH and CRT: ( )
14
WEAPONS SPECIAL RULES.
AIM.
Tese weapons can not be used if you Move.
DEFENSIVE.
If a character carries a defensive weapon, it allows
him to repeat the Block roll.
EXPANSIVE.
Instead of the regular weapon Rate of Fire, use the
Spray Template (see Spray Template).
EXPLOSIVE.
As you impact with this kind of weapon, an Explo-
sive Template must be placed at the impact point.
FIREARM.
All the hits of these weapons always produce Da-
mage with 2+. Te carrier Strength does not count.
HANDY.
When these weapons are used, you can repeat the
Impact roll.
HEAVY.
When you use these weapons you get +1 Strength.
LIGHT.
With these weapons, you can shoot even when you
are at 5cm or less distance. Teir Rate of Fire will
be 1.
MECHANIC.
All impacts always produce Damage with 3+. Te
weapon carrier Strength does not matter.
MEDIUM RANGE.
Tese weapons have no unlimited reach. Tey can
shoot maximum 40cm distance.
REACH.
Tese weapons do not require being in contact with
the enemy to hit him. Tey allow an attack from
3cm away as maximum distance.
THROWING.
Will not lose Rate of Fire while moving.
SHORT RANGE
Tese weapons have no unlimited reach. Tey can
shoot maximum 20cm distance.
SHARP.
You can repeat once the Damage roll.
SCOPE.
Gives you Night Vision and ignores Blink! Rolls.
REMOTE CONTROLLED.
With these weapons, the fgure has to see the objec-
tive, but does not necessarily need to draw a strai-
ght/direct line to it. Drawing the route to impact
the objective will be enough, but do not exceed the
maximum range. All Blink! will be ignored on his
route.
RELOAD.
Tese weapons cannot be used during 2 consecu-
tive activations. Tey may not be used for at least 1
activation.
PROTECTING.
Obtain +1 at Block rolls. Furthermore, get an ex-
tra Blink! with a 4+ value (the last) against enemies
shots.
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TEMPLATES.
EXPLOSION TEMPLATE.
When an attack or weapon uses
an Explosive Template, this may
be placed at the center point of the
target (or the obstacle impacted by
a Blink!) unless it is otherwise spe-
cifed at its description.
All miniatures that may be totally
or partially afected by the templa-
te will get automatically impacted
and sufers any possible efect.
SPRAY TEMPLATE.
When a weapon allows a Spray
Template use, the player must place
the narrow extreme of the template
in full contact with the base of the
fgure which is using it, and direct
it any way you want. Aferwards,
determine the Impacts and Dama-
ge as the rule description indicates.
Te template will partially or tota-
lly afect all the miniatures inside
it, depending on the miniatures
position inside the template. Te
insole has 4 damage stripes, the
narrowest indicates that if there
are miniatures at this area no shot
can be done, the following strips
are Lethal, Serious and Slight. A
miniature between 2 damage stri-
pes will always be afected by the
narrowest.
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EFFECTS.
BLINDNESS.
Cannot See, cannot attack with a distance weapon
and his Impact rolls and Blocks will succeed only
with a 6 result. Cannot use MC and furthermore,
will get his moves Disabled until this efect is re-
moved.
FROZEN.
It produces a Paralyze efect, until a Endurance roll
is passed at the beginning of his next turn.
HYPNOTIZE.
Te afected player must pass a Willpower roll. If
he fails will become completely controlled by the
opposite player until the end of his next activation.
FELLED.
A felled fgure must lie on the ground (or place a fe-
lled marker) at the same place it has been knocked
down. A felled miniature cannot Attack or Defend
himself, and he can not use any special ability until
he stands up. A character can move while knocked
down, but his move will be Disabled. A felled fgure
will always get a +2 Impact anytime he gets a hit.
PARALYZE.
Place a Paralyze marker next to the miniature. A
paralyzed character reduces his Defense value -2
and cannot do anything (he cannot move, attack,
defend, follow special rules, or use action coun-
ters) until the efect cancelation.
COOLED.
Produces a paralyze efect until the end of the
round.
ENERVATING X
Immediately loses X Action Counters.
FLASH.
Produces a Blind efect until the end of the round.
FIRE
If fre afects the fgure, place a fre marker next to
the miniature. If a character has two or more fre
markers will receive a Damage marker ( ) per each
fre marker. Spending 2AC allows to get rid of 1
fre marker. At the end of the round, if any minia-
ture has at least 1 fre marker, he will get one more
additional fre marker.
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PIN DOWN.
Place a Pind Down marker next to the miniature.
It cannot move either use MC, his Attack value will
get reduced by -1 until the efect cancelation.
SHOCK.
Can not use Action Counters until the end
of the turn.
TOXIC (X)
Instantly receives X damage markers.
SMOKE.
An area afected by smoke will not allow (charac-
ters/players) to see through it, and the characters
inside it will be considered Blinded until the end
of the round. Smoke dissipates at the end of the
round.
STEAL.
If a character steals an enemy, he can choose which
of his weapons will be stolen and use it aferwards.
Te stolen weapon cannot be used by the previous
owner unless he gets it back. A character can have
just one stolen weapon. If he steals more than one,
he needs to choose which of them he would like
to keep and throw the rest away (will be removed
from game).
POISON.
Poisons will produce at the same time other efects,
as shown next to the poison characteristics. If a
character has several poison efects, he must choo-
se one before doing a poison attack.
If a character gets afected by poison, place a poi-
son marker next to the character and resolve the
venom efect immediately. At the beginning of his
next activation, he must make an Endurance roll. If
the roll is not passed, the venom efect will resolve
and continue to be active until he passes the next
Endurance roll at the beginning of his activation
and the poison efect gets cancelled. Te same poi-
son efects will not accumulate.
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20
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SMOKE
RULE OF MEASURE
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Character Perfl Desing :
Gustavo Adolfo Cuadrado Egea
Luis Escudero Moran
Francisco Conde Nuez
Testing Management:
Luis Escudero Morn
Testers and Collaborators:
Adriana Egea Illescas
Adrin Echeverra
Ana Soto Errazquin
Alejandro Fernndez Castao
Daniel Mayoralas Martnez
Diego Carlos Magdaleno Sanjuan
Enrique Jaln Salcedo
Gustavo Adolfo Cuadrado
Jacinto Soriano Villaroel
Jose Ramn Gallego Galn
Luis Escudero Morn
Luis Garcia Pelayo
Mauro Gonzlez
Miguel Prez Valencia
Paco Conde
Pedro Soriano Villaroel
Ral Fernandez
Ricardo Garcia Solano
Roberto Jose Magdaleno Sanjuan
Sergio Segura
Tania Retortillo
Victor Saboya Bengochea
Vicente Moran Del Saz
Management:
Jos Miguel Caballero Delso
Artistic Management:
Jorge Rubio Gonzalez
Jos Miguel Caballero Delso
Game Desing:
Gustavo Adolfo Cuadrado
Rules:
Gustavo Adolfo Cuadrado
Francisco Conde Nuez
Drafing:
Francisco Conde Nuez
Andrs Herranz Alonso
Translation:
Andrs Herranz Alonso
Alba Sanchez Galn
Desing/Miniature Painting/Scenery:
Jos Miguel Caballero Delso
Alfonso Gozalo
Jos Mara Alises Cosmen
Grafc Desing and Layout:
Jorge Rubio Gonzlez
Editor:
Andrs Herranz Alonso
TM & DC Comics
WB Shield: TM & Warner Bros. Entertainment Inc.
(s12)
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