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special traits 1,0

TM & DC Comics (s12)

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
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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 CHARGE ..................................................................14 DEADLY STRIKE ....................................................14 DEVASTATING BLOW ..........................................14 ELECTRIC STORM .................................................14

SPECIAL ATTACKS..................................................14

LETHAL BLOW .........................................................14 POWER STRIKE .......................................................14 PRECISE BLOW ......................................................14 ROUNDHOUSE STRIKE......................................14 SNEAK ATTACK .....................................................14 TECHNIQUE .............................................................14 THIEF ..........................................................................14 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

WEAPONS SPECIAL RULES................................15

TEMPLATES ................................................................17 EFFECTS ..................................................................18-19 MARKERS TO CUT ...................................20-21-22

Special rules are exceptions to the basic rules and always override these. To execute one of the special rules the character must have it (see Character Card) and fullfill 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.

The basic BMC and the JC is 12cm and should not spend any MC to move through a Difficult obstacle 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 first 3 Damage Markers received. Can not be used again until reparation. In the Casualties Phase, and during the Recovery roll, you can use 1SC to repair the armor, making it operational again. This 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. The next 10,000 will be up to specifications. 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
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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.

AGGRESSIVE SCHIZOPHRENIA.

You have to get closer and attack the closest friendly or enemy miniature. I dont need help. Not my diagnosis. Batman and Scarecrow, Batman Begins

AMPHIBIOUS.

Does not spend MC to move through Difficult Terrain Water.

ARREST (1MC + 1SC).

If you are in contact with a KO miniature you may remove it from game as Casualty.

BAT CAPE (1SC).

Spending 1SC you can not be damaged or knocked down in Jumps and Falls. Can be used as a passive rule. 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. These characters usually measure twice a standard human, so they are mounted on a bigger than normal base and have special rules. Their BMC is 12cm. In Falls and Springs into the Air they only receive Damage per 10cm difference 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. Well, the work offered by organized crime must have an attraction to the insane. Jonathan Crane, batman begins

BODYGUARD (1SC Pasive).

If a Leader or Sidekick receives an attack (of any kind), being closer than 5cm, the bodyguard recieves the attack.

BATCLAW (1SC + 1MC).

BRUTAL.

Can move from one point to another 30cm or closer, drawing an interrupted straight line between the two points, free of obstacles and not through any flat surface. Can instead pass through any gap, ramp or height. The end point must be a place where you can perfectly place the miniature. This movement spends all the BMC, but before or after this movement, you can use MC to move as usual.

You can repeat the Collateral Damage die, but must accept the second result. Ah, yes... I was wondering what would break first... Your spirit, or your body? Bane, The Dark Knight Rises

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

CRIMINAL.

When achives the first KO or enemy Casualty, gets a +1 Willpower until the end of the game.

DETECTIVE.

For each Detective character you have in the band, you can cancel an opponents pass at the beginning of each round. It appears I chose unwisely, Detective. Ras al ghul, Arkham City

CHARISMATIC.

Your Band can align 1 Free Agent for every 100 reputation points, instead 150.

DIRTY FIGHTER.

His ranged weapons get the rule Light.

CLAWS.

DISORDER (1SC).
).

His Unarmed attacks produce Damage (

For every 2DC spent against an attack, get 3 Block dice.

CLIMBING SHOES.

Must not spend MC to Climb and this movement is not considered Disabled. Also, if you spend 1SC you can finish your movement at any point, even in walls.

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. This effect 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. COMBO With: Weapon.

You can not have in your band more than 1 Elite character of the same Kind.

For every 2 AC spent with that weapon gets 3 Strikes.

ELUSIVE (1MC Pasive).

COUNTER ATTACK (Pasive).

Spend 1MC to get +1 to DEFENSE against Ranged attacks.

If he Blocks a hit, can give a blow to his attacker. This counter-blow or shot is considered simultaneous to the attack.
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EXPERT MARKSMAN. EXPLOSIVE GEL.

His targets have a -1 penalty to Blink! rolls.

HIDDEN.

Can be deployed anywhere in the playing area, but always more than 10cm from any objective.

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.

IMMORTAL.

Removing this character as Casualty grants VP as if he was KO. Bruce Wayne: I watched you die. Ras al Ghul: I told you I was immortal. Ras al Ghul, The Dark Knight rises.

FAST.

Can repeat the MC used to move.

FLARE.

INFORMER.

If you Manipulate a Flare, all the playing area will be under the effect of Light till the end of round.

You can Pass one more time in the Execute the Plan phase. Im no rat! In a town this bent, whos there to rat to, anyway? Jim Gordon, Batman Begins

FOLLOW ME! (1SC).

All his Hechmen 10cm or closer, get 1MC. Can be used once per turn.

GOOD AIM (1SC).

Ignores the Aim rule with his ranged weapons.

INSENSITIVE.

This character does not reduce Action Counters if he accumulates Damage markers.

GUNMAN.

Can attack 2 times in a turn with ranged weapons.

INSPIRE (1SC).

HANDYMAN. HARDENED.

Does not have to spend MC to Manipulate.

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.

JUDGMENT.

The first Damage marker ( ) received each round, becomes a marker Damage marker ( ).

When he KOs an enemy character, flip a coin: if the result is heads remove it as Casualty.

HATES: Band/s

Must not be aligned with the specified 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.

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. This subtraction can make the game end before the established minimum number of rounds. All the Henchmen gets the Special Rule Trickster. 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, The Dark Knight

LORD OF BUSINESS.

His band has 500$ extra for its creation, and can choose up to 2 Loot Objectives. Listen, Im what you might call... a collector. If someone wants it, I like to think Ive got it. And if I dont have it... Ill get it. Penguin, Arkham City.

LORD OF THE SEWERS.

KILL THEM! (1SC).

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.

All the Henchman of his band, 10cm or closer, get 1 AC. Only can be used once per turn.

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.

LASER POINTER

When Manipulates a Laser, if you can draw an interrupted straight line, can leave a character under the effect 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 Henchmen 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 opportunity to the opposing player to activate one of his miniatures. If you use Lets go! consecutively by several henchmen, you should increase the difficulty of the roll by 1 per each use, after the first time, up to 6.

LUCK (1SC).

MASTER MIND.

Spending 1SC can re-roll any roll that affects directly to the character, even Impact rolls against him. Looks like your lucks run out, Batman! Two Face, Arkham City

At the beginning of the game add 1 die or counter of your band to the bag or container you use to Take the Lead. 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, The Dark Knight Rises

MARTIAL ARTIST.

Ignores Numerical Inferiority.

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 close combat, gets an extra attack against that character.

NIGHT VISION.

This character can See at any distance.

OBSESSIVE (Mental Disorder).

If attacks an enemy character, must continue attacking him (can not change target) until KO. He also gets +1 to STRENGTH against this enemy character.

MASTER FIGHTER.

Gets a +1 on Impact rolls when Unarmed.

ONE SHOT GUN (2AC + 2SC).

MASTER MARKSMAN.

Can repeat Impact rolls of his shots.

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.

PERSUASIVE (1SC + 1AC).

If an allied Leader or Sidekick receives an attack (of any kind), being closer than 5cm, this character recieves the attack paying 1SC + 1AC.

RAPID FIRE (1SC).

When using a ranged weapon gets +1 Rate of Fire, even when moving.

PICKPOCKET.

REFLEXES.

If he uses Manipulate to a KO character he can Steal.

Can re-roll failed Agility rolls, but must accept the second result.

POISON MASTER.

REINFORCED GLOVES.

You can roll 3 dice, instead of 2, ignoring the lower result, in the Endurance Roll to cure a Poison. Why fight it, Batman? Youre as crazy as the rest of us. You need us as much as we need you. And to prove it, Ill flood the catacombs with enough Fear Gas to break the minds of everyone in Gotham for a hundred years. Scarecrow, Arkham asylum

His Unarmed attacks produce Damage (

).

RETRACTABLE CLAWS.

His Unarmed attacks produce Damage and are considered Sharp (see Weapons).

RUNAWAY.

Immune to Arrest.

SCHEMING (X)

PRIMARY TARGET: Kind.

Before starting the game, you must choose 1 Objective of the indicated kind. If this character controls it gets 1 additional VP.

If this character is in the Band that Raises the Plan first, you can always make a number X of characters to Raise their Plan after the enemy.

SCIENTIFIC.

PSYCHO.

Never gets changed his Willpower bt any circumstances or special rule.

His Special characteristic is 4 instead of 3. If it is removed as a casualty, gives one additional VP.

SEARCHER.

PSYCHOLOGIST.

Solves automatically the Enigma objectives without rolling the dice. He can also play Psychoanalysis. Psychoanalysis (1SC): Cancels all the special rules called Disorder of any character he can See 20cm or closer. I respect the minds power over the body. Its why I do what I do. Dr. Jonathan Crane

Before starting the game subtract 1 Strategy point to your opponent.

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SHOOTER.

Bypasses a Blink! in each shot.

STREET GUY.

You can use Crouch without spending SC.

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!

STUPID.

Can not Manipulate.

STURDY.

SMALL.

Loses 1 Action Counter per 3 Damage Markers received instead of 2.

His BMC is 8cm. Gets +1 on Blink! Rolls.

STEALTH.

SUPERIOR SMELL (1SC).

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...

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 effect of light. He is also immune to the Blindness effect.

STOP! (1SC Pasive).

Interrupts the activation, and prevents the use of MC, to an enemy character he can See.

SUSTAINED DEFENSE.

For every 2DC spent against an attack, get 3 Block dice.

STRATEGIST / GRAND STRATEGIST.

Gets 1/2 additional Strategy points at the beginning of the game. Gothams time has come. Like Constantinople or Rome before it the city has become a breeding ground for suffering and injustice. It is beyond saving and must be allowed to die. This 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

TAKE COVER! (1SC).

His band Henchmen, 10cm or closer, gets 1DC. Can only be used once per turn.

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.

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.

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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 character can use a only one dose during the game, a second will kill him.

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.

TOTAL VISION.

UNDERCOVER.

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.

Can deploy up to 20cm. outside the deployment area.

TOUGH SKIN.

In Damage rolls against this character, always subtract -1 to the die result.

TOUGH.

Can re-roll failed Endurance rolls, but must accept the second result.

UNPREDICTABLE. TRICKSTER.
At the beginning of this character turn can reposition his Action Tokens.

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.

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.

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SPECIAL ATTACKS.
During their turn characters can attempt to make a single Special Attack against one enemy. This attack must be declared before rolling any dice, but can be done before or after other normal attacks. Special Attacks usually modify the effects of the normal attacks, so if you perform a Special Attack against a character, you may not strike him again, unless otherwise specified. 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 weapon or Unarmed.

CHARGE (1MC + 1SC).

The character must move in a straight line, while performing this move can hit (or Push without spending SC) the miniatures in his path, displacling them just enough to pass. At the end of the movement he can attack normally.

POWER STRIKE with: (1SC).

If he achieves a Hit the target is Knock Down automatically.

PRECISE BLOW (1SC).

DEADLY STRIKE With: (1SC).

When attacking an enemy character, gets a +1 in the Impact Roll and can repeat the Collateral Damage die.

When hitting an enemy character gets CRT: Casualty.

ROUNDHOUSE STRIKE With: (1SC +1AC).

DEVASTATING BLOW (1SC per attack).

When attacking an enemy character gets +1 to STRENGTH and CRT: ( )

Can attack, for free, all miniatures 3cm or closer. You can only do it once per turn, but before or after this Special Attack you can attack normally.

SNEAK ATTACK (1SC).

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 after this Special Attack.

This attack can only be performed if, at the beginning of the turn, the target can not See the attacker. Target character can not Block attacks.

TECHNIQUE (Unarmed 1SC).

LETHAL BLOW (1SC).

If you Damage an enemy character, recieves the Knock Down effect. If he is also Knock Down by the Collateral Damage die, suffers an automatic Impact Strength +4 and Damage ( ).

If you Damage an enemy character he also suffers the Stun Effect.

THIEF With: (1SC).

When hitting an enemy character gets CRT: Steal.

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WEAPONS SPECIAL RULES.


AIM.
These weapons can not be used if you Move.

PROTECTING.

DEFENSIVE.

Obtain +1 at Block rolls. Furthermore, get an extra Blink! with a 4+ value (the last) against enemies shots.

If a character carries a defensive weapon, it allows him to repeat the Block roll.

REACH.

EXPANSIVE.

Instead of the regular weapon Rate of Fire, use the Spray Template (see Spray Template).

These weapons do not require being in contact with the enemy to hit him. They allow an attack from 3cm away as maximum distance.

RELOAD.

EXPLOSIVE.

As you impact with this kind of weapon, an Explosive Template must be placed at the impact point.

These weapons cannot be used during 2 consecutive activations. They may not be used for at least 1 activation.

FIREARM.

REMOTE CONTROLLED.

All the hits of these weapons always produce Damage with 2+. The carrier Strength does not count.

HANDY.

When these weapons are used, you can repeat the Impact roll.

With these weapons, the figure has to see the objective, but does not necessarily need to draw a straight/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.

SCOPE. HEAVY.
When you use these weapons you get +1 Strength.

Gives you Night Vision and ignores Blink! Rolls.

SHARP.

LIGHT.

You can repeat once the Damage roll.

With these weapons, you can shoot even when you are at 5cm or less distance. Their Rate of Fire will be 1.

SHORT RANGE

These weapons have no unlimited reach. They can shoot maximum 20cm distance.

MECHANIC.

All impacts always produce Damage with 3+. The weapon carrier Strength does not matter.

THROWING.

Will not lose Rate of Fire while moving.

MEDIUM RANGE.

These weapons have no unlimited reach. They can shoot maximum 40cm distance.

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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 specified at its description. All miniatures that may be totally or partially affected by the template will get automatically impacted and suffers any possible effect.

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 figure which is using it, and direct it any way you want. Afterwards, determine the Impacts and Damage as the rule description indicates. The template will partially or totally affect all the miniatures inside it, depending on the miniatures position inside the template. The 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 stripes will always be affected by the narrowest.

SPRAY TEMPLATE.

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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 effect is removed.

FROZEN.

It produces a Paralyze effect, until a Endurance roll is passed at the beginning of his next turn.

HYPNOTIZE. COOLED.
Produces a paralyze effect until the end of the round.

The affected player must pass a Willpower roll. If he fails will become completely controlled by the opposite player until the end of his next activation.

ENERVATING X

Immediately loses X Action Counters.

FELLED.

FIRE

A felled figure must lie on the ground (or place a felled 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 figure will always get a +2 Impact anytime he gets a hit.

If fire affects the figure, place a fire marker next to the miniature. If a character has two or more fire markers will receive a Damage marker ( ) per each fire marker. Spending 2AC allows to get rid of 1 fire marker. At the end of the round, if any miniature has at least 1 fire marker, he will get one more additional fire marker.

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 counters) until the effect cancelation.

FLASH.

Produces a Blind effect until the end of the round.

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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 effect cancelation.

STEAL.

If a character steals an enemy, he can choose which of his weapons will be stolen and use it afterwards. The 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 effects, as shown next to the poison characteristics. If a character has several poison effects, he must choose one before doing a poison attack. If a character gets affected by poison, place a poison marker next to the character and resolve the venom effect immediately. At the beginning of his next activation, he must make an Endurance roll. If the roll is not passed, the venom effect will resolve and continue to be active until he passes the next Endurance roll at the beginning of his activation and the poison effect gets cancelled. The same poison effects will not accumulate.

SHOCK. Can not use Action Counters until the end of the turn.

TOXIC (X)

Instantly receives X damage markers.

SMOKE.

An area affected by smoke will not allow (characters/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.

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RULE OF MEASURE

SMOKE

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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 Drafting: 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 Grafic Desing and Layout: Jorge Rubio Gonzlez Editor: Andrs Herranz Alonso

Character Perfil 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

TM & DC Comics WB Shield: TM & Warner Bros. Entertainment Inc. (s12)


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