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BATMAN MINIATURE GAME
COMPENDIUM
This compendium collects together all of the special traits, weapon special rules,
effects, special attack forms, and strategies that make the Batman Miniature Game
so compelling and tactically diverse.
3
BATMAN MINIATURE GAME
Adaptable Air Support (2SC)
At the beginning of the Raise the Plan phase, Place the Explosion template anywhere on the
the player controlling this model must choose table. During this round, the area under the
between the Attack, Defense or Movement basic template is considered to be under the effect of
skills. The model receives +1 to the chosen skill Lights.
until the end of the round.
Amazon
Addict This model receives a +1 bonus to its Hit and
This model may use Doses (of any kind) Block rolls. In addition, Damage rolls against
belonging to a friendly model in contact, as if the this model suffer a -1 penalty.
Dose were its own.
Amazon Lineage
Affinity (Model) If this model is your crews Boss, you can only
This model shares a special affinity with another recruit models with Affiliation: Amazons of
character. This model can be recruited as a Themyscira.
Free Agent by the crew that includes the model
named in parentheses. S/he may be recruited Amazon Princess
by that crew even if they have the Leader or This model can use the Charge special attack,
Sidekick rank, and the crew already includes its paying only 1SC. The targets of this special
maximum number of those ranks (this models attack incur a -1 penalty to their dice rolls to
rank is effectively changed to Free agent for the block it. While this Upgrade Character Card is
purposes of configuring the crew). Recruiting added to Wonder Woman, she cannot use the
this model does not allow a further use of the Bracelets of Submission trait or the Lasso of
trait (if, for example, another character has an Hestia weapon, and does not benefit from the
Affinity to this model). effects of her Magic Shield.
4
BATMAN MINIATURE GAME
Animal Assistance
This model gains a bonus of +2 to its basic While a friendly Robin (Boy Wonder) is in play,
move distance. When it moves, it can ignore this model gains +1 Willpower. If a friendly
obstacles up to 2 high, but cannot Climb or Robin (Boy Wonder) is removed as a Casualty,
Jump. If this model suffers the Fire effect, at the this model gains +1 Strength until the end of
beginning of the Recount phase (before resolving the game.
the effect) make a Willpower roll (which cannot
be rerolled). If this roll is failed, the model Atomica
cannot move in the following round. When this model attacks an enemy non-vehicle
model, before rolling to hit, the enemy model
Archie must pass an Agility roll. If it fails, it suffers -1
This model is not deployed as normal at the Defense until the end of the round.
start of the game. Once per game, at the start of
the Raise the Plan phase of any round, you may Attorneys Allegation (2SC)
place this model anywhere on the table that is One Use Only. All friendly Henchman within
not inside a building, as long as there is enough 8 gain 2 free Action Counters. These counters
space for the models base to fit. are immediately allocated to Movement, Attack,
Defense or Special.
Arkham Asylum Doctor (1SC)
All friendly models with a Mental Disorder trait Autorepair/X
within 4 of this model (but not the activated In the Recount phase after calculating VPs, this
model itself) gain 1 free additional Action model rolls 1D6. On a result of X+ remove a
Counter. This counter is immediately placed Damage counter from this model.
in Movement, Attack or Defense. This bonus
counter may take the number of assigned Action Aversion: (model)
Counters above the models normal maximum. This model cannot be hired in the same crew as
This model can use this rule once per round. the specified model.
5
BATMAN MINIATURE GAME
Bat-Armor Mk III Batclaw/GRAPPLE GUN (1MC+1SC)
Roll 1D6 for each hit you suffer, before the Once per round, during this activation, this
attacker makes Damage rolls. On a result of 5+ model gains +8 to its basic movement distance,
the hit is ignored. In addition, if this model has and can move in any direction (including
moved this activation, it can make close combat vertically) The model can move over other
attacks against enemies up to 2 away in line of models, obstacles and Difficult Ground without
sight (ignore all traits that improve the models extra cost or penalty. However, the model cannot
line of sight, such as Total Vision, for the use this rule in two consecutive activations.
purpose of these attacks).
Batmobile Synchronizer
Bat Cape (1SC, Passive) If Batman (Ben Affleck) drives this Batmobile,
As long as it is able to spend a Special Counter, the Batmobile does not lose RoF for moving.
the model will not take Damage, be Knocked Instead, the Twin-Minigun gains the Imprecise
Down, nor become a Casualty as a result of special rule.
Falling or Jumping. In addition, the model
may Leap Down without spending the MC,
and without using any of its total movement
allowance.
14
6
BATMAN MINIATURE GAME
Batpod Bosss Orders (2SC)
This model gains +8 to its basic movement Until the end of the round, all friendly
distance. It can neither jump, climb, nor can it Henchmen within 8 of this model gain +1 to
enter Sewers. At the beginning of the Raise the their Hit rolls in close combat. This model can
Plan phase, you may remove this model from use this trait only once per round.
the Game and replace it with Batman (The Dark
Knight Rises). If you do this, swap the Character Bot Bomb (2SC)
Card, maintaining all damage and effect markers. Once per round, choose one of your models with
Place the new model in a position previously the Bot trait to explode. Center the Explosion
occupied by the Batpod. template over the bot. There is no need to roll to
hit. This is an Explosive attack with Strength 4+
Bipolar (Mental Disorder) and Damage ( AA ). Once the attack is resolved,
At the beginning of this models activation, roll remove the Bot as a Casualty.
a die or flip a coin. If the result is even/heads,
this model gets 1 extra Action Counter to spend Bot
during the round. If the result is odd/tails the This model cannot recover from KO or recover
model loses an Action Counter instead! Stun damage in the Recount phase. However,
Firearms, Mechanical and Beam weapons
Bloodthirsty (Mental Disorder) damage this model on a result of 4+ instead
During the Raise the Plan phase, if this model of their usual specified score. In addition, this
has at least 1 Damage marker of any kind, it model cannot use Doses of any kind, and is
gains 1 extra Action Counter to use during the immune to the Enervating, Hypnotize, Poison,
round, which must be allocated to Attack. Scared and Terror effects.
7
BATMAN MINIATURE GAME
Brutal Can You Solve This? X+ (1SC)
This Trait allows the model to reroll the Once per round this modelcan attempt to place
Collateral Damage dice (the second result must a friendly Clue marker. Roll a dice on a result
be accepted, even if it worse than the first). of X+, place a Clue Marker in contact, if it wont
fit, the marker is lost.A Clue marker cannot be
Bullet Time (3SC) placed within either players deployment area, or
One use only. This model can attack twice during within 4 of any other Clue marker, friendly or
its activation, with different ranged weapons. enemy. No more than five friendly Clue markers
Each Attack must be paid for as usual (2AC) may be placed on the board at any one time. In
and consumes an Ammunition magazine. This the Recount phase, your side scores 1 VP for
model doesnt lose RoF this round for firing after each friendly Clue marker in play. A model in
moving. However, the model cannot Crouch in contactwith a Clue marker can remove it from
the same round that it uses this ability. the game with a Manipulate action.
8
BATMAN MINIATURE GAME
Charm Combat-Mode (3MC)
Whenever this model becomes the target of a Until the end of the round, this vehicle can move
close combat attack, the attacker must pass a in any direction while moving, not just straight
Willpower roll or the attack automatically fails. forward.
9
BATMAN MINIATURE GAME
Corrupt Critical Strike (1SC)
If this model is included your Crew, you can When striking an enemy model in close combat,
recruit up to 3 Henchmen with the Cop trait. before rolling for damage, the Collateral die isnt
Additional models in the crew with this trait rolled and is automatically a 6.
have no further effect.
Cruel (2SC)
Counter Attack (1SC) (Passive) When this model is in contact with a KO, non-
Once this trait is activated, for the rest of the vehicle enemy model, that model is removed
round this model may make one strike against an from play as a Casualty.
attacker for each successful Block roll it makes
against that attack (to a maximum equal to the Cybernetic
number of successful strikes the attacker made). This model gains +1 to its Block attempts, and
These Counter Strikes take place immediately, can reroll Recovery rolls.
thus they are resolved before the normal
sequence of play resumes. Cyclops
This models ranged attacks gain the Imprecise
Countermeasures rule when the target is more than 8 away.
This model gains one of the following rules
at the start of each activation, until its next Daddys Girrrl
activation: Stealth, Night Vision, Ignore the If this model starts her activation within 6
Anti-tank rule. of a Leader, she gains an extra Attack counter.
This can allow the model to exceed the usual
Court of Owls crew maximum.
This crew can only hire models with Court of
Owls ( ) affiliation. Death marks
The first Casualty inflicted by this model in the
Cowards Reward (1SC) game gives 1 extra VP to its crew.
Until the end of the round, when an enemy
model in contact with this model wishes to move Death or Exile (2SC)
away, it must first pass an Agility roll or suffer This model can target one KO, non-vehicle
( ) damage.
A model within 8. The targeted model is removed
as a Casualty.
Criminal
The first time that this model makes an enemy Death Pack
model KO or Casualty, it receives +1 Willpower If the target of this models close combat attacks
until the end of the game. is already in contact with one or more other
friendly models with this trait, this model gains
Criminology +1 to Hit rolls and one free attack dice against
All enemy models within 12 of this model lose that target.
the Runaway trait.
10
BATMAN MINIATURE GAME
Delirium Dirty Money
This model cannot make recovery rolls at the If this model is the Boss, its crew has an extra
end of the round (for example, to remove a ( B) $300 in its Funding stash than is normal for the
or recover from KO). game size.
11
BATMAN MINIATURE GAME
Dollotrons Elusive (1MC, Passive)
When you recruit Professor Pyg, you must also This model may spend 1MC to reroll a Ping!
recruit three Dollotron models, at no additional
Reputation cost. EMP
This model rerolls failed Damage rolls against
Duelist models with the Cybernetic, Bot or Robot traits,
While in contact with only one enemy model, and against models with the Vehicle rank.
this model may reroll failed Hit rolls in close
combat. Enemies of the Court
While this model is in play, your crew gains
Duke of Duality 1 additional VP each time an enemy model
When the controlling player of this model gains becomes a Casualty.
any number of VP, flip a coin or roll a D6: if the
result is heads (or an even number) gain an Energy Field
additional VP, if not, gain one less VP. Roll 1D6 for each hit this model suffers from a
ranged attack (before the attacker takes Damage
Echolocation (1SC) rolls). On a result of 5+, the hit is ignored.
Until the end of the round, this model is
immune to the Smoke effect. In addition, this Enhanced Vision
model may see at any distance, limited only by This model can see at any distance and ignores
his line of sight and intervening scenery. the Concealment trait. In addition, the model is
immune to the Blind effect.
ECM
All light sources within 6 of this model become Escape Artist
canceled (effectively illuminating an area of 0). Enemies may not make Grab special attacks
against this model.
Electric Handshake (3SC)
Choose a model in contact. The target model Exclusive Driver X
must pass a Willpower roll or suffer the Stunned Only X can be the driver of this Vehicle.
effect.
Exhaustive Planner
Elite: Type Before the game starts, this model may
Your crew can only include 1 Elite model of each cancel one of the opponents Strategies. In a
type, unless you also include the Elite Boss: multiplayer game, only one Strategy is cancelled,
Type. not one for each opponent. If there are several
models in play with this trait, they may each
Elite Boss: Type cancel one enemy Strategy.
If your crew includes a model with this trait, you
may recruit any number of Elite models of the Expendable
same type as the Elite Boss. Your opponent cannot score VPs for making this
model KO.
12
BATMAN MINIATURE GAME
Experimental AMMO Flare (1MC)
This model cant manipulate Ammo Crates (or One use only. The entire gaming area is under
the SWAT Van). the effect of Light until the end of round.
Extremely mutated
This model cannot buy more than one item of
equipment.
Fast
This model gains +2 to its basic movement distance.
Feint (1SC)
Target a single enemy model in contact and make an
Agility roll if successful, the target cannot Block
this models attacks until the end of the round.
Feral
This model gains +1 to Hit rolls when
attempting a Grab attack in close combat.
Ferocious
When this model attempts a Push attack in close
combat, they do not have to spend SC.
Hawkman spends 1SC + 1MC to Fly. As he can travel
Flak Armor 12 in any direction, ignoring intervening models and
This Model is immune to damage caused by terrain, he opts to move straight up, landing on the
weapons with the Explosive and/or Expansive rules. platform of the water tower.
13
BATMAN MINIATURE GAME
Flying High (1MC+3SC) Goad (1SC)
One use only. This model gains +20 to its Target one enemy non-vehicle model within
basic movement distance and can move in any 8 and line of sight, the target must make a
direction (including vertically). The model can Willpower roll. If the roll is failed, you may move
move over other models, obstacles and Difficult the enemy model up to 2, following all of the
Ground without extra cost or penalty. usual Movement rules. During this movement,
you cannot force the target to Fall, nor may
Follow Me! (1SC) you spend any of its Action Counters. You may
All friendly Henchmen within 4 of this model not target the same model more than once per
(but not the activated model itself) gain 1 free activation.
MC. This MC may take the number of assigned
Action Counters above the normal maximum. A God Killer
model can use this trait only once per round. This models Attacks gain the Magic weapon
special rule. In addition, the model is immune to
Football Gear the Poison effect, and ignores damage inflicted
Enemies attacking this model never benefit from by weapons with the Electric weapon special
the Sharp and Heavy weapon special rules. rule.
14
BATMAN MINIATURE GAME
Grin Twins Hardened
This model gains +1 to Attack, Defense and Willpower Each round, the first Injury Damage marker ( A)
while there is at least one other friendly model in play with inflicted on this model becomes a Stun Damage
this trait. marker ( B ) instead.
15
BATMAN MINIATURE GAME
Hidden Huge
After Objectives have been placed (at the end These models are usually a lot bigger than a
of the pre-game phase D), this model may be standard human, so they are subject to the
deployed anywhere in the playing area. The following special rules:
model must be placed more than 4 away from
any Objective and out of line of sight of any Huge models have a base size of 60mm.
enemy model or 12 away from them. If this is The model gains +3 to its basic movement
not possible, this model should be deployed in distance.
the usual deployment zone. A Huge model cannot be Pushed or Grabbed,
and cannot be Knocked Down in close combat
Hidden Boss except by attacks from models that also have
When your crews Leader becomes a Casualty, the Large or Huge trait.
this model gains +1 Willpower and the Leader Huge models suffer a -2 penalty to their Ping!
Rank until the end of the game. rolls.
Huge models gain the Charge special attack
Hidden Sniper (2AC) and can reroll Endurance rolls.
Select a target that this model can see, and that
is also within 12 of any board edge. Make a I Belive in Harvey Dent
Ranged Attack versus the target, this attack has If this model is the Boss, friendly henchmen
RoF 2, Damage ( AA ) and the Firearm rule. roll a die or flip a coin at the beginning of their
activations, if the result is even/heads that
Hockey Gear model inmediatelly allocates 1 extra Action
Enemies attacking this model never benefit from Counter.
the Sharp weapon special rule.
I know what Im doing
Hover (1MC) Once per game, this model can ignore the result
When this ability is activated, place a Hover on the Paradox table. The speed power still fails.
marker on the character card. The model is in
Hover mode for the rest of the round. While a Ice Flash (2SC)
model is in Hover mode, they can only be hit in Select a target model within 10 and line of
close combat on a result of 6+. A model with a sight. The target must pass an Endurance roll,
Hover marker cannot benefit from the Ping! or or become subject to the Cooled effect. If the
Crouch rules. If a model with a Hover marker target passes the Endurance roll, it still suffers
becomes KO, Knocked Down, Paralyzed, Pinned -1 to Defense until the end of the round, and
Down or Stunned, it receives ( AA ) in addition loses 1MC. This model can use this trait once
to any other effects, and immediately loses the per round.
Hover mode.
Immortal
At the beginning of the Raise the Plan phase, the This model doesnt award VPs to opponents
model loses the Hover mode. when it is removed as a Casualty.
16
BATMAN MINIATURE GAME
Incorporeal (1SC) Instinctive Shooting (1SC)
Until the end of the round, this model is Until the end of the round, this model can move
immune to Stun Damage ( B ). The model can and its weapons can still be used at full RoF.
move through other models and scenery as
though they werent there, but cannot end its Intimidate (2SC)
move over another model or inside solid scenery. Target an enemy non-vehicle model within 8
and line of sight. For the rest of the round,
Informer the target cannot spend SC and cannot reroll
As long as this model is in play, and provided its Willpower. A model can use this trait once per
not KO, the crew gains one additional Pass on round.
Activation.
Intimidation (1SC)
Inspire (1SC) Target an enemy non-vehicle model within
All friendly Henchmen within 4 of this model 8 and line of sight. The target must make a
(but not the activated model itself) gain 1 free Willpower roll. If they fail, they cant make close
additional Action Counter (it may be assigned to combat attacks for the rest of the round.
Movement, Attack, Defense or Special). This may
take the number of assigned Action Counters Invaluable
above a Henchmans normal maximum. A model When this model becomes a Casualty, the
can use this trait only once per round. opponent gains 1 additional VP.
17
BATMAN MINIATURE GAME
Jokers Gas (2SC) Kaos Agent
All models within 4 must pass an Endurance Before the start of the game, remove 1 of each of
roll or suffer Enervating/1 and ( ) Damage. A
A your opponents dice or counters from the bag
model can use this trait once per round. or container you use to Take the Lead. This can
make the game end before the established Round
Joy for the Victory Limit. In addition, all Henchmen in this models
While this model is in play its crew cant be crew gain the Trickster trait.
affected by the Run Away rule (they cant flee).
In addition, Friendly models within 8 have -1 to KaPow!!! (1SC)
their Willpower rolls. Until the end of its activation this models
Unarmed strikes gain +1 to hit rolls and CRT:
Judgment ( BBB )
When this model makes an enemy model KO, flip a
coin or roll a D6: if the result is heads (or an even Kevlar Vest
number) remove the enemy model as a Casualty. Whenever this model takes Damage, reduce the
total number of Damage markers it receives by
Jump Up 1, to a minimum of 1. You may choose which
If this model suffers the Knocked Down effect, marker is ignored.
this model can lose 1 action counter to ignore
the Knocked Down effect. Kill them! (1SC)
All friendly Henchmen within 4 of this model
(but not the activated model itself) gain 1 free
Attack Counter. This AC may take the number of
assigned Action Counters above a Henchmans
normal maximum. A model can use this trait
only once per round.
18
BATMAN MINIATURE GAME
Kryptonian/X Table 2: Day Rules
A model with this trait gains a number of rules Level Kryptonian Rules
determined by the traits level (X), see below. A Fast, Invulnerability/2, Natural
model with this trait can Push, Grab and Knock
1
Immunities.
Down a model with the Large trait even if it is
Fast, Invulnerability/3, Natural
not itself Large or Huge. 2
Immunities, Regeneration, Super Jump.
In addition, if the scenario takes place at night Fast, Fly, Invulnerability/4, Natural
3
(for instance, in most Gotham City scenarios), Immunities, Regeneration.
the Kryptonian gains the set of abilities detailed
Fast, Fly, Invulnerability/4, Natural
in Table 1: Night Rules. If the scenario takes
place in daylight, use Table 2: Day Rules. If the
4 Immunities, Regeneration, Swift,Tough
scenario uses rules for switching between night Skin.
and day, the table also switches accordingly: Fast, Fly, Hover, Fly High,
5 Invulnerability/5, Natural Immunities,
Table 1: Night Rules Regeneration, Swift, Tough Skin.
Level Kryptonian Rules Fast, Fly, Hover, Fly High,
Fast, Invulnerability/1, Natural 6 Invulnerability/6, Natural Immunities,
1 Regeneration, Swift, Tough Skin.
Immunities.
Fast, Invulnerability/2, Natural
2 Kryptonite
Immunities, Super Jump.
While a model with this trait is within 4 of a
Fast, Fly, Invulnerability/3, Natural model with the Kryptonian trait, the Kryptonian
3
Immunities. model loses the Invulnerability and Regeneration
Fast, Fly, Invulnerability/3, Natural traits (if they possess them).
4
Immunities, Tough Skin.
Fast, Fly, Hover, Fly High, Lantern (1SC)
If this model is not in contact with an enemy
5 Invulnerability/4, Natural Immunities, model, it can illuminate (see Light) an area of 2
Tough Skin. radius around itself (measured from the center
Fast, Fly, Hover, Fly High, of its base). This ability lasts until the end of the
6 Invulnerability/5, Natural Immunities, round.
Tough Skin.
19
BATMAN MINIATURE GAME
Large Lets go! (1SC, passive)
These models are usually around twice the size When a friendly Henchman ends its activation,
of a standard human, so they are subject to the roll a die. On a 4+, you may immediately
following special rules: activate this model who has not yet been
activated this round. This model activates
Large models have a base size of 40mm. without giving the opposing player the chance
The model gains +2 to its basic movement to activate one of his models in between. When
distance. this model has finished its turn, subsequent
A Large model cannot be Pushed or Grabbed, models with the Lets Go! trait may also attempt
and cannot be Knocked Down in close combat to activate, incurring a -1 penalty to the die each
except by attacks from models that also have time (so the third model in a row activates on a
the Large or Huge trait. 5+, the fourth and all subsequent model on a 6).
Large models suffer a -1 penalty to all their A result of 6 is always a success.
Ping! rolls.
Large models gain the Charge special attack, Light Armor
and can reroll Endurance rolls. Damage rolls against this model suffer a -1 penalty.
Long Guns
If this model is the Boss, select up to three
friendly Henchmen with ranged weapons with
the Short Range and Firearm rules. Those
weapons replace the Short Range rule with the
Medium Range rule. These models must be
selected before Pre-Game Phase C.
20
BATMAN MINIATURE GAME
Lord of Business Martial Expert
If this model is the Boss, its crew has an extra This model causes a Critical on a collateral result
$500 in its Funding stash than is normal for the of 4, 5, or 6, not just 6.
game size, and may repeat once the Objective:
Loot. Master Criminal
All friendly Henchmen with the Criminal trait benefit
Lord of the Sewers from a +1 bonus to their Hit rolls when making
This model does not count towards the attacks.
maximum number of models that can enter
Sewers during a round. This model may start Master Fighter
the game in contact with a Sewer Marker. In This model gets a +1 bonus to its Hit rolls when
addition, this models Crew generates 1 extra making Unarmed attacks.
Sewer marker. Once per game, this model can
exit from a Sewer marker without ending its Master Marksman
activation. This model can reroll failed Hit rolls when
making ranged attacks.
Luck (1SC, Passive)
This model may spend 1SC to reroll any single Master of Stealth
die that he has rolled, for whatever reason. Enemies can only see this model if it is within
6. It is still subject to rules that aid detection,
Lunatic Laugh (2SC) such as Light, Total Vision, etc. When this model
All non-vehicle models within 4 of this model uses the Sneak Attack special attack, it gains +1
(but not this model itself) lose 1 Action Counter to its Hit rolls.
(of their choice).
Mastermind
Magic Tattoos Before the start of the game, add 1 extra die or
This model is immune to the Steal and Fire counter representing your crew to the bag or
effects. container you use to Take the Lead.
21
BATMAN MINIATURE GAME
Menace (2SC) Mind Control Device (2SC)
Enemy models must spend 1 additional Action Choose a non-vehicle enemy model within 8
Counter to attack this model, in close combat and line of sight. The target immediately suffers
or at range. This effect lasts until the end of the the Hypnotize effect. If the target fails the
round. Willpower roll, gain 1 VP. A model can use this
trait once per round.
Mental Dominance (2SC)
Once per turn, this model may change the Mine (1MC+1SC)
position of 4 Action Counters on an enemy non- Place a Mine marker (30mm diameter) in
vehicle models Character Card in line of sight. base contact with this model. The model may
subsequently move away, leaving the marker in
Mercenary place. When a Vehicle moves into contact with
You can only recruit this model in a League of the marker, immediately perform a Strength 1+
Shadows Crew if a model with Name: Bane is Damage roll against it. If the roll is successful,
also included in the crew. the vehicle suffers (
AAA ), and the marker is
removed from play. If the roll fails remove the
Military Tradition (2SC) Mine Marker. A model may only place two Mine
Friendly models with the Veteran trait markers in a game, so make a note when they
(excluding this model) within 8 can move up are used.
to 2 immediately. This model can use this trait
once per round. Minion
This model can be hired up to three times in a
Millionaire crew, regardless of its name. Note that a model
This models crew gains an additional $400 with the Unknown or Classified Name cannot
Funding. normally be a Minion unless its Rank specifies
otherwise.
Mind Blast (2SC)
Target a non-vehicle model within 8 and line of Mixed Combat Style (2SC)
sight. The target must pass a Willpower roll or The model may perform a close combat attack
receive (AA ) damage. A model can use this action and a free ranged attack action in the
trait once per round. same activation this round (no Action Counters
are required for the ranged attack).
Mind Control (2SC)
Choose a non-vehicle enemy model within Mob
8 and line of sight. The target immediately All models in the same crew as this model gain
suffers the Hypnotize effect. In addition, if the a +1 bonus to their Lets Go! rolls.
target fails the Willpower roll, it loses 1 Action
Counter of your choice. A model can use this Mobster
trait once per round. When attacking an Outnumbered model in close
combat, this model makes an additional strike at
no AC cost.
22
BATMAN MINIATURE GAME
Monitoring Device (1SC) Multiverse Teleportation Device
This model gains Total Vision and its ranged This model is not deployed as normal at the
weapons gain Remote Controlled until the end start of the game. At the start of the Raise the
of the round. Plan phase of the second round, place this model
anywhere on the board (but not inside a building
Moral Compass or similar enclosed space), as long as there is
As long as this model is in play and not KO, enough space for the models volume to fit.
none of your models may use Coup de Grce.
Narcotic Dose (DOSE)
Mortal Kiss (2SC) A model may use a Narcotics Dose at the
If this model successfully performs a Grab attack beginning of the Raise the Plan phase. If it does
against a non-vehicle model and damages the so, the model gains the Desensitized trait until
target, remove the target model as Casualty. the end of the round.
23
BATMAN MINIATURE GAME
Obsessive (Mental Disorder) Outlaw Field Commander (1SC)
If this model selects the same target for all of Choose one friendly model within 4 and line
its attacks in a single activation, it gains +1 to of sight. That model gains 1 Action Counter.
Damage rolls of this attack. This may take the number of assigned Action
Counters above a models normal maximum. A
Obstinate model can use this trait once per round.
This models Action Counters cannot be
reallocated/swapped by other models. Painful Empathy (1SC)
Transfer up to (AA ) Damage markers from a
OCD (Mental Disorder) friendly non-vehicle model in line of sight to this
If this model selects the same target for all of its model. If any Damage marker is moved in this
attacks in a single activation, it gains +1 to Hit way, this model gains +1 to Attack and Defense
rolls to this attack. until the end of the round. A model can use this
trait only once per round.
One-Armed
This model suffers a -1 penalty to Block rolls. Panda Costume
This model must spend 2 Action Counters to
One of the Boys stand up.
This model can use the Lets Go! trait (treat the
model like a Henchman for the purposes of this Paranoid (Mental Disorder)
rule). If this model has at least 1 Damage marker on its
Character Card, then during the Raise the Plan
One-Shot Gun (2AC+2SC) phase it gains 1 free Action Counter, which must
One use only. Instead of attacking, this model immediately be allocated to Defense.
may choose an enemy model within 8 and line
of sight. The target automatically receives one Perfect Creations
Hit, with Damage ( AAA ), and CRT: (AAA ). If a friendly Professor Pyg is removed from the
This ability is considered a ranged weapon with game as a Casualty, all friendly Dollotrons are
the Firearm rule, so all rules, traits and abilities removed as well. Dollotrons do not award VP
that relate to it are in effect line of sight, Ping! for being made KO or becoming a Casualty. If a
rolls and abilities that affect Firearms (such as friendly Professor Pyg wihin 2 of this model and
Bulletproof vests, and Disruptors). LoS is hit biy an attack (of any kind), this model
can spend 1SC to take the hit instead. Dollotrons
Order (1SC) can only be hired with Professor Pyg.
This model may use an Order on another
friendly model within line of sight. The chosen Persuasive (1AC+1SC)
model can immediately reallocate up to 2 Action At the end of this models activation, nominate
Counters on its Character Card. any enemy model yet to activate this round.
That model must be the next to activate. The
opponent cant use a Pass to ignore this rule.
24
BATMAN MINIATURE GAME
Pickpocket Instead, the total VPs earned for removing a
This model may perform a Manipulate action plant as a Casualty is always 1.
while in contact with a KO model. If it does so,
immediately follow the rules for the Steal effect. Plants have a 4 action area radius. Within that
radius, Plants are able to attack in close combat
Planning the move (no line of sight is needed), and prevent enemy
All friendly models with the Gotham City Siren models from controlling objectives.
rule in this models crew (but not this model
itself) gain the Primary Target X trait, where X is Plants cant control objectives or Manipulate.
the Objective of your choice.
Plants are immune to Poison, Knocked-Down,
Plants Special Traits Hypnotize and Blind effects.
A crew can recruit up to three Plants for every
200 Reputation points, or parts thereof, of the Play Nice!
crew limit. Each Plant recruited to your crew All friendly Henchmen in this models crew gain
grants you two Seed markers (30mm diameter). the Bluff trait.
25
BATMAN MINIATURE GAME
Power Armor (Passive) Psycho
You can spend SC to ignore 1 Damage marker This models Willpower skill is never reduced
received per each SC used. Damage rolls against under any circumstance or by the effect of any
this model always suffer a -1 penalty. rule. However, the model still loses Action
Counters as a result of accumulated Damage
Power Armor MKII (PASsive) markers as usual.
You can spend SC to ignore 1 Damage marker
received per each SC used. In addition, this Psychologist
model is Immune to CRT. This model gains 2VP when it Manipulates a
Riddle; no roll is needed. In addition, it can
Power Dampening (1SC) perform the sub-trait, Psychoanalysis.
All models within 4 of this model lose the
Incorporeal and Invulnerability traits until the Psychoanalysis (1SC): Target a model, friend or
end of the round. foe, within 8 and line of sight, and who is also
subject to any Mental Disorder Trait. The target
Precise Aim (1SC) ignores the effects of their Mental Disorder until
If this model has not moved, it can activate this the end of the round.
ability to gain a +2 bonus to ranged attack rolls.
This model may not move after using Precise Public Resources
Aim. If this model is in your crew, you may place one
additional Lamppost and Sewer marker before
Primary Target: Type the game starts. In addition, add $300 to the
Before starting the game, choose 1 Objective in crews available Funding.
play of the indicated Type. If this model controls it
at the end of a round, it awards 1 additional VP. Puzzle Master
This model gains 4VP when it Manipulates a
Protect Me! (1SC, Passive) Riddle; no roll is needed. In addition, while
If this model is hit by an enemy attack (close this model is in play, enemy models cannot
combat or ranged), you may nominate a friendly reroll when Manipulating a Riddle under any
non-vehicle model within 2 and line of sight circumstances.
to take the attack instead. Resolve any Damage
and/or effects against the nominated model. Pyromania (Mental Disorder)
If, at the beginning of its activation, this model
Psychiatrist (1SC) can see a model with a Fire marker, this model
All friendly Henchmen models within 8 and line gains 1 Action Counter.
of sight of this model, with a Mental Disorder
trait, gain +1 to their Attack and Defense skills. Quiz Master
These bonuses last until the end of the next You can repeat the Objective: Riddle. Each
Raise the Plan phase. Riddle objective you take let you to place 3
Riddle Markers instead of 2.
26
BATMAN MINIATURE GAME
Radio Repairman (1SC)
This model can reroll failed Lets Go! rolls. Remove 1 Damage counter from a target vehicle
in contact.
Raised in the Sewers
This model does not count towards the limit of Resilient
models that can enter in the Sewers during a This model can reroll failed Endurance rolls.
round.
Retractable Claws
Ranged Master This models Unarmed attacks inflict Damage
This model gains +1 bonus to its Hit rolls when ( AB) and have the Sharp weapon special rule.
using ranged attacks.
Revenge (2SC)
Rapid Fire (1SC) All friendly Henchmen within 8 gains 1AC.
When using a ranged weapon, this model gains This may take the number of assigned Attack
+1 to the weapons Rate of Fire. If the model Counters above a models normal maximum.
moves, it still gains this bonus.
Ricochet (1SC)
Reanimated Owl After this model successfully hits with a ranged
This model can reroll failed rolls to recover attack, whether not the attack causes Damage,
from KO. When this model becomes a Casualty, select another model within 2 and line of
however, the opponent gains +1 VP. sight of the target. Perform a free ranged attack
against this second target with the same weapon,
Reflexes ignoring line of sight and range. A model can use
This model can reroll failed Agility rolls. this trait once per round.
27
BATMAN MINIATURE GAME
Safe hands Shockwave (1SC)
This model is immune to the Steal effect. When this ability is used, remove 1MC from all
enemy models within 4 of this model.
Sapper (2SC)
Once per game, this model may place a marker Shooter
(30mm diameter) in base contact. The marker When this model performs ranged attacks
has Defense 2, Endurance 4, and is treated as a against targets within 8, the target does not
small obstacle that provides Ping! benefit from the Ping! rule.
Sharpshooter
Ranged attacks made by this model ignore the
Ping! rule.
28
BATMAN MINIATURE GAME
Speed Force Absorption Stupid
This model can steal 1 Speed Force counter This model cannot Manipulate anything, under
from another model with the Speedster trait at any circumstances.
the end of the Drain Speed Force sub-phase.
This counter may cause the model to exceed Sturdy
the normal maximum reserve of Speed Force This model loses 1 Action Counter for every 3
Counters. Damage markers accumulated, instead of the
usual 2.
Speed Force Master
This model can spend up to 2 Speed Power Subliminal Suggestion (2SC)
counters during the round like Action Counters. Choose a single model (friend or foe) within 8
and line of sight of this model, with a Mental
Stealth Disorder sub-trait. You may move the target
Enemies can only see this model if it is within model up to 4, but cannot force the target to
8. However, it is still subject to other rules Fall, or spend any Action Counters.
that aid detection, such as Light, Total Vision,
Superior Sense of Smell, etc. Superior Sense of Smell
This model doesnt need an uninterrupted line of
Steel Hands sight to see its target. Instead, anything within
This models Unarmed attacks inflict damage 10 can be seen by this model, even if the target
(
BBB ) and inflict the Pushed effect. is not under the effect of Light. In addition, this
model is immune to the Blind effect.
Stop! (1SC)
Target a non-vehicle enemy model within 8 and Super Jump (2MC+1SC)
line of sight. Reduce the target models Defense Place this model in any direction up to 8.
skill by 1 (this trait is not cumulative if it used
multiple times on the same model). In addition, Supernatural
the target cannot spend MC this round. Both All attacks made by this model have the Magic
effects last until the end of the round. A model weapon rule.
can use this trait once per round.
Surgical madness (Mental disorder)
Strategist/Grand Strategist When this model uses the Medic trait, the target
A model with Strategist receives 1 additional model removes 1 extra Damage marker. In
Strategy point at the beginning of the game. addition, roll 1D6. The target model gains the
A model with Grand Strategist receives 2 following trait until the end of its next activation:
additional Strategy points at the beginning of the
game. 1. Weak
2. Stupid
Street Guy 3. Aggressive Shizophrenia
This model may Crouch without spending SC. 4. The Voices
5. OCD
6. Desensitized
29
BATMAN MINIATURE GAME
Survivor Teamwork X (All)
When this model is made a Casualty, do not During its activation, this model may use X
remove it from play. Instead, roll a D6: on a Action Counters from any friendly model with the
result of 5+ the model removes 1 Injury marker Teamwork trait within 4 as if they were their own.
and remains in play (the model is Knocked
Down, and removes the Action Counters Teamwork X (Model)
normally for damage accumulation). If the roll is During its activation, this model may use X
failed, the model becomes a Casualty normally. Action Counters from the named friendly model
within 4 as if they were their own.
Sustained Defense
This model may roll 3 Block dice for every 2DC Teen Titans Founder
spent. This model can be recruited in a Teen Titans
Team, ignoring The Sidekick trait. When
Swift operating as part of a Teen titans crew, this
For each 2MC spent to improve its basic model gains +1 Willpower, +1 Strength and the
movement distance, this model gains an extra Reinforced Gloves trait.
+2.
Tension
Tachyon device This model obtains a +1 bonus to Attack and
In the Drain Speed Force sub-phase, if there Defense while it has at least one Damage marker
arent any Speed Force counters in the Speed on its Character Card.
Force pool, this model adds up to 2 Speed Force
counters to its own reserve. The Big Blue Boy Scout (1SC, Passive)
If an allied Bruce Wayne model receives any
Take Cover! (1SC) number of hits while within 4 of this model, the
All friendly Henchmen within 4 of this model hits may be resolved against this model instead.
(but not the activated model itself) gain 1 free
DC. This DC may take the number of assigned The Boss
Action Counters above a Henchmans normal If this model is the crews Boss, friendly
maximum. A model can use this trait only once Henchmen gain the Expendable trait.
per round.
The Dynamic Duo
Takedown (1SC) This model can activate immediately after a
When this model makes another model KO with friendly Robin (Boy Wonder) model within 8,
an attack, they may spend 1SC to immediately interrupting the usual sequence of play.
make the target a Casualty.
The Fear Master (1SC)
Taunt (1SC) When this model uses the Inspire Fear trait,
Choose one enemy non-vehicle model within it can choose to have it affect all non-vehicle
8 and line of sight. You may reallocate up to 2 models within 4 and line of sight (friend and
Action Counters on the targets Character Card foe). When using this ability, Inspire Fear also
into Attack. gains the Gas trait.
30
BATMAN MINIATURE GAME
The Holiday Killer The Voices (Mental Disorder)
When this model attacks a target with a This models AC are wildcards. It may
Reputation cost higher than 50, it may reroll Hit spend Action Counters on any other skill or
and Damage rolls. action, immediately converting them into the
appropriate type of counter for that action.
The main man When converted, the counters do not count
One use only. At the start the Raise the Plan towards the maximum counters the model may
phase, this model gains +1 to its Attack and hold in any particular skill.
Defense skills until the end of the round.
The Worlds Greatest Detective
The Murderer At the end of the Raise the Plan phase, you may
This model only earns VP for making enemy choose one enemy non-vehicle model on the
models KO or Casualty. This model cannot board (line of sight is not required). The target
control Objectives. model must immediately make a Willpower roll.
If it fails, you may force the opponent to activate
The Sidekick the target model first.
This model can only be hired if Batman (Modern
Age) is leading the crew. While a friendly Thirty days has
Batman model is in play, this model gains +1 Depending on the month the game starts
Strength. If a friendly Batman is removed as a Calendar Man gains the specific trait for
Casualty, this model suffers -1 Willpower. that month: January-Demotivate, February-
Confusion, March-Luck, April-Trickster, May-
The Song of the Sirens Disarray, June-Demoralize, July-Veteran, August-
All friendly Henchmen can use their Bodyguard Intimidate, September-Cruel, October-Undead,
rule on any model in the crew with the Gotham November-Unpredictable, December-Survivor.
City Siren trait.
Timely arrival
The Target of the Bat This model is not deployed as normal at the start
If a model with Name: Bruce Wayne KOs this of the game. Instead, at the start of the Raise the
model, the Bruce Wayne models controlling Plan phase of the second round, you may place
player gains 2 bonus VPs. this model anywhere on the table, no closer
than 4 to any Objective or enemy model. The
The Untouchable models volume must fit in the chosen position.
If this model is your crews Boss, friendly
Henchmen using the Bodyguard trait to take Tireless
a hit on its behalf do not spend SC to do so. This model can spend up to 1SC like 1MC per
In addition, while this model is the Boss, all turn.
friendly Henchmen gain the For the Family trait.
Titan Addict
This model may use the Titan Dose rule more
than once per game (if it has enough), but no
more than once per round.
31
BATMAN MINIATURE GAME
Titan BERSERK Undead
When this models uses the Titan Dose rule it This model is immune to all effects and CRT,
gains Invulnerability:3 too. except Knock Down and Smoke.
32
BATMAN MINIATURE GAME
Venom Dose (DOSE) Vulnerability to Fire
A model may use a Venom Dose at the beginning Each Fire marker received causes Damage
of the Raise the Plan phase. If it does so, for the ( AA) to this model.
rest of the round the model gains +1 Strength
and can reroll Damage rolls when fighting Watchmen
Unarmed in close combat. Can only be affiliated with other models with the
special Watchmen rank. A Watchmen crew does
Venom Enrage not require a model of the Leader rank. This
When this models uses the Venom dose rule it model is not affected by the Run Away rule, and
gains Invulnerability:2 too. is considered a Free Agent for awarding VPs.
Vulnerability to Cold
If this model receives the Cooled or Freeze effect,
they also receive an Injury marker ( ). On some
A
older Character Cards this trait may be listed as
Weakness to Cold.
33
BATMAN MINIATURE GAME
special attacks
Special attacks are shown on the Character Card, and are treated much like Traits.
They are additional combat tactics, giving certain models much more versatility in
combat beyond the standard Attack/Grab/Push options.
34
BATMAN MINIATURE GAME
Power Strike (1SC) Acid
Once this trait is activated, for the rest of the When this weapon damages a target, that model
round when this model damages a non-vehicle reduces its Attacks and Defense by 1 until the
enemy model in a Close Combat Attack Action, end of the round (this effect does not stack if the
the damaged model suffers the Knocked Down weapon or another weapon with the same rule
effect too. damages the target several times). In addition,
these weapons ignore the Light Armor trait.
Precise Blow (1SC)
Once this trait is activated, for the rest of the Aim
round this model gains +1 bonus on the Hit roll, The wielder of this weapon will not be able to
and may reroll the Collateral Damage die. move if he will use it during its activation.
35
BATMAN MINIATURE GAME
Crushing Handy
Each strike from these weapons requires the When using this weapon, the wielder may reroll
target to make two successful Blocks to defend failed Hit rolls.
against it.
Heavy
Defensive When using this weapon the attacker gains a +1
A model carrying this weapon can reroll failed Strength bonus.
Block rolls. This is a passive ability, and may be
used even if the model used a different weapon Imprecise
during its activation. This weapon suffers a -1 penalty to Hit rolls.
Devastating Kryptonite
Attacks with this weapon roll two Collateral If a weapon with this rule hits a model with
Damage dice. You must apply both results. the Kryptonian trait, that model loses the
Invulnerability and Regeneration traits (if they
Electric possess them) until the end of the round.
This weapon has CRT: Stunned, and can reroll
failed Damage rolls against targets with the Bot, Light
Cybernetic or Robot traits. A model can fire this weapons even when it is in
contact with an enemy model. However, in this
Expansive instance the Rate of Fire will be reduced to 1.
Instead of having a Rate of Fire, this weapon
uses the Spray Template to determine how many Magic
models are hit (see Templates, below). If a weapon with this rule hits a model with
the Invulnerability, Incorporeal and Tough Skin
Explosive traits, that model loses those traits (if they
When this kind of weapon hits, place the possess them) until the end of the round.
Explosion Template over the impact point
(usually the target model). See Templates, below. Mechanical
All hits from these weapons inflict Damage
Firearm on a result of 3+, regardless of the wielders
All hits from these weapons inflict Damage on a Strength.
result of 2+, regardless of the wielders Strength.
Medium Range
Gas Unlike most ranged weapons, the maximum
This weapon ignores the Just a Scratch and Ping! range of these weapons is not unlimited. They
rules. Models in the blank area of an Spray may never fire more than 16, even if the wielder
Template are considered to be in the lethal area. can see a target further away than that.
36
BATMAN MINIATURE GAME
Overwhelming Remote Controlled
The target of an attack made by this weapon When using these weapons, the model needs
suffers -1 to dice rolls when blocking. to be able to see the target as usual, but does
not need to draw a straight uninterrupted line
Protective to it. Instead, measure range from the firers
These weapons award a +1 bonus to the volume to the target, carefully measuring around
wielders Block rolls. Furthermore, the wielder obstacles. The weapons maximum range cannot
benefits from an extra Ping! roll after normal be exceeded in order to reach the target. Targets
Ping! rolls have been made. This is a passive of Remote Controlled weapons cannot benefit
ability, and may be used even if the model used from Ping! rolls against these attacks.
a different weapon during its activation. Once
per round a friendly model in contact can benefit Scope
from the extra Ping! Roll too. While performing a ranged attack with this
weapon, the firer can see at any distance, limited
Reach only by their line of sight. Targets of this weapon
These weapons do not require the wielder to cannot benefit from Ping! rolls against it.
be in contact with an enemy model in order
to perform a Close Combat Attack against it. Sharp
Instead, the wielder may strike a model up to 2 When using these weapons, the wielder may
away and in line of sight. reroll failed Damage rolls.
37
BATMAN MINIATURE GAME
Templates Explosion Template
Some weapons shoot clouds of gas, flames or When an attack or weapon uses an Explosion
other lethal substances rather than conventional template, the attacker must roll to hit the
ammunition. Others, such as grenades, rockets initial target as usual. If successful, center the
or Molotov cocktails explode upon impact. To Explosion template over the target, unless
represent the area of effect of these weapons, we otherwise specified in the weapons special rules.
use templates. There are two types of template If fails or the hit becomes ignored the explosion
Explosion and Spray. You can download them template is not places and the attack is lost.
from our website. If a weapon requires the use
of a template, the exact type will be noted in All models totally or partially under the template
its special rules or Rate of Fire. Special rules (friend and foe) will receive one automatic hit
that allow a model to avoid ranged attacks (with no further Ping! rolls allowed). Make a
(such as Dodge) may be used against templates Damage roll for each model. Affected models
as normal. All hits caused by a template are may suffer additional effects depending on the
resolved at the same time. exact weapon used (for example, CRT: Freeze).
Note: When a template is used, it affects Players should consider that explosive templates
any model whose volume it interacts with do not pass through solid objects like walls
depending on how your tabletop scenery is dont worry about the small obstacles, but
arranged, this means that sometimes models on certainly consider things like building, tall
different levels of the board (on stairs, walkways, advertising hoardings, huge shipping crates etc).
or rooftops, etc.) may be affected by a template
on another level. Templates are considered to
extend 2 above and below the point of impact.
8 4 8 4
38
BATMAN MINIATURE GAME
Grenades damage bands always counts as standing in the
Weapons with the Grenade type (i.e. Freeze narrowest area.
Grenades) are used just like other ranged
weapons for the purposes of line of sight and A weapon with the Expansive rule that has only
Ping! a single Damage icon on its profile applies this
Damage to all zones on the Expansive template.
However, when a model throws a grenade, it
may target any point on the table within range Ice Template
and line of sight, not just a model. Roll a D6 Place an Explosion Template centered on
on a score of 3+, center the Explosion template the target. Until the end of the round, any
on the target point, rolling to damage and model moving through or into contact with
applying any effects to all models even partially the template suffers Impaired Movement.
beneath the template (with no further Ping! rolls Furthermore, each model in contact with the
allowed). If the roll to hit was a 1 or 2, then the template during its activation must pass an
attack fails the grenade was a dud, or rolled Agility roll or become Knocked Down. A model
away harmlessly. must roll only once; if the roll is passed, then the
model continues its activation normally.
Spray Template
If a weapon requires the use of a spray template, Models with the Speedster trait that come into
the controlling player must place the narrow contact with the template lose 1 Speed Power
end of the template in contact with the base counter from their personal reserve.
of the firing model, and direct the other end in
any direction they wish. To affect a model with Effects
this template, the attacker must be able to trace As these special effects are shared between a
Line of Sight to the affected model, although wide range of rules, they are collected together
cover is ignored. All models totally or partially here for convenience.
under the template (friend and foe) receive one
automatic hit (with no Ping! rolls allowed) Many of the traits or special rules presented so
make a Damage roll for each model. Affected far trigger particular effects as a result of their
models may suffer additional effects depending use.
on the exact weapon used (for example, CRT:
Freeze). However, the affected models may suffer Weapons trigger their effects on a successful
different Damage and effects depending on its Hit, or when they roll Critical Damage (CRT).
position within the template, as follows. Multiple hits or CRT rolls in the same activation
only apply the effect once. Any marker produced
The Spray template has four range-bands marked by an effect must be placed on the affected
upon it: One is blank, the others are Lethal, models Character Card.
Serious and Mild. The blank area closest to
the shooter indicates that no damage is done When an effect or special rule remove Action
to models within the area. The Damage done Counters from a model at the same time, the
to models within other areas will be noted active player must decide the order to resolve
in the weapons rules. A model between two them.
39
BATMAN MINIATURE GAME
Blind Freeze
A model suffering from Blind cannot see (i.e. Place a Freeze marker on the Character Card
draw line of sight), and cannot perform ranged of the affected model. The model reduces its
attacks. All of the models Hit and Block rolls Defense skill by -1, and cannot spend Action
will only succeed on a 6+. In addition, the model Counters of any kind, for any reason. At the
cannot spend MC. This effect lasts until the end beginning of the models activation, it must pass
of the round. an Endurance roll to remove the Freeze effect.
Speedsters cannot use Speed Force Powers if
Casualty they are affected by the Freeze effect.
If this effect is triggered (usually as part of a
Critical effect, i.e. CRT: Casualty), then the Hypnotize
target model is removed from play as though it Any non-vehicle model affected by Hypnotize
had received its maximum allocation of Injury must make a Willpower roll immediately. If it
markers. fails, it becomes completely under the control of
the player who hypnotized it, counting as one of
Cooled that players crew in all respects, until the end
Place a Cooled marker on the Character Card of the targets next activation. Models that are
of the affected model. A cooled model reduces Hypnotized cannot be moved so they would Fall,
its Defense skill by -1, and cannot spend Action nor can they enter sewers.
Counters of any kind, for any reason, until the
end of its next activation. Speedsters cannot use Knocked Down
Speed Force Powers if they are affected by the Place a Knocked Down marker on the Character
Cooled effect. Card of the affected model. A Knocked Down
model cannot attack, or defend itself, and it
Enervating (X) cannot use any traits with an activation cost
The target loses up to X Action Counters. until it stands up again. A model may move
while Knocked Down, but this movement will be
Fire Impaired. A Knocked Down model will always
If a Model is affected by Fire, place a Fire be hit by close combat attacks on a roll of 2+. A
marker on its Character Card. At the start of the Knocked Down model doesnt grant Ping! rolls
Recount phase, models with at least one Fire when a shot passes through or over it, however.
marker receive 1( ) for each Fire marker they
A
have, and add 1 more Fire marker. A model may Paralyze
spend one Movement Counter at any time to Place a Paralyze marker on the card of the
remove one Fire marker. affected model. A paralyzed model reduces its
Defense skill by -2, and cannot spend Action
Flash Counters of any kind, for any reason, until the
A model suffering from Blind cannot see (i.e. end of the round.
draw line of sight), and cannot perform ranged
attacks. All of the models Hit and Block rolls
suffer a -2 penalty. This effect lasts until the end
of the round.
40
BATMAN MINIATURE GAME
Poison Steal
If a non-vehicle model is affected by Poison, A model triggering this effect may attempt to
place a Poison marker on its Character Card. steal a weapon from another non-vehicle model
At the beginning of its next activation, the (if the target model carries more than one
poisoned model must make an Endurance roll. weapon, choose randomly which one is stolen,
If the roll succeeds, remove the Poison marker. either by rolling a die or flipping a coin). From
This will continue in each round until the roll that moment on, the model will be able to use
is passed. Make one roll for each Poison Marker that weapon in addition to its usual armament
the model has. A model may be affected by more (with whatever Ammunition it had left at the
than one Poison Marker at the same time. At time of the theft). A stolen weapon cannot be
the beginning of the Recount phase the affected used by its previous owner (unless it gets it
model suffers 1( ) Damage marker for each
A back). A model may only carry a single stolen
Poison marker it has. weapon at a time, but it may try to steal different
weapons in subsequent turns. If a model steals
Scared more than one weapon, it must choose which
The affected non-vehicle model cannot Crouch one of them it would like to keep, and discard
or use the Dodging Ranged Attacks rule, and the other (discarded weapons are lost, and will
suffers a -1 penalty to its Hit rolls (close combat no longer be available to use by any model for
and ranged) and Blocking rolls. This effect lasts the rest of the game).
until the end of the round.
Stunned
Smoke A Stunned model cannot spend Action Counters
Place an Explosion template in the location until the end of the round, when the effect is
of the Smoke cloud. Models cannot draw line removed. Note that in early editions of the game,
of sight through the template. Models even this effect was also known as Shocked, and may
partially within the template suffer the Blind be listed as such on some Character Cards.
effect. The Smoke dissipates at the end of the
round remove the template automatically. Terror (X)
Weapons with the Smoke rule cannot be When a non-vehicle model is affected by Terror,
canceled. Unlike other templates, a smoke it loses up to X Action Counters. For the
template is of infinite height. entirety of the following round, their Willpower
is reduced by X points.
Toxic (X)
The target receives a number of ( A) Damage
markers equal to X.
41
BATMAN MINIATURE GAME
Strategies (Optional Rules) Choosing Strategies
The following rules are optional, and are Each Strategy has an associated value ranging
included so that more experienced players can from 1 to 3. Players have 3 points to spend on
add an extra tactical element to their games. Strategies, chosen from the chart below. Players
You may choose from a number of strategies to can repeat strategies unless it states otherwise.
help achieve your plans of glorious victory. Rules Strategies should be played during the Pre-Game
for choosing Strategies are presented below. phase indicated in their description.
Strategies are then played before the game
begins, using the Pre-Game Sequence.
42
BATMAN MINIATURE GAME
VALUE PHASE STRATEGY
Global Plan You may choose a specific scenario, instead of a random pick. If both
3 A
players choose this strategy, then neither can apply its effect.
Fast Advance Increases your deployment area by 4. If you have two
2 C deployment areas, increase each by 2. If both players choose this
strategy, then neither can apply its effect.
Ambush Deploy your entire crew after the other player has deployed his. If both
2 C
players choose this strategy, then neither can apply its effect.
Patrol You may place one model up to 4 outside your deployment zones
1 C limits. If this scenario doesnt include a deployment zone, you gain +1 to the
rolls to enter the game zone instead.
Reinforcements You may pick one model from your crew and roll a die. If the result
is 4+ you may hold it off table rather than deploy it. At the Raise the Plan stage of the
1 C
second round of the game, you may deploy that model in contact with any edge of the
playing area, except within the enemy deployment zone.
1 B Maps Gain 2 extra Lamp posts or 1 Sewer marker (your choice).
Secret Objective Set 1 additional objective of your choice. This Strategy allows the
2 D
player to exceed the objective limit and may only be chosen once per player.
Change of Plans Roll 1D6, add up the results, and then move an objective that many
2 D inches in a direction of your choice. This strategy may only be chosen once per player,
and it may only after placing the objective markers in the game zone.
Early Bird You may choose who Takes the Lead in the first round without having to
2 E
draw counters. If both players choose this Strategy, then neither can apply its effect.
Battle Cry Your crew only tests to Run Away when your Reputation is reduced by 80%
2 E
or more of its starting value.
Perfect Plan At the beginning of the game add an extra counter for your crew to the
3 C
bag or container for determining who Takes the Lead.
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BATMAN MINIATURE GAME
Crew Strategies
The following strategies are used in addition to the ones presented above. You may only choose these
strategies if your crew or your Boss is the one written in the first column. Each of these strategies can
be selected only once per player.
44
BATMAN MINIATURE GAME
Weird Crew: One Free Agent in your crew is treated as a Henchman for the
rest of the game. Note: This model is still considered a Free Agent for the
Mad Hatter 1 E
purposes of configuring your crew, and cannot therefore select equipment
limited to Henchmen.
Lords of Gotham: Place 2 additional Sewer markers on the game area, and
Court of Owls 1 B clearly mark these as special in some way. These Sewers can only be used
by friendly models.
Adaptable Plan: Once per game at the end of any Recount phase, up to 2
Oliver Queen 1 E
friendly models can be moved 1D6 inches.
Titan Container Located!: Choose any one Titan Container objective. You
Bane 1 D may move the chosen objective up to 4, you can ignore the usual rules for
placing objectives.
Gorilla Grodd 2 ? Hunting Pack: All friendly henchmen gain the Fast rule.
45