Transcript
Page 1: Traits and Special Traits Ingles Final

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INDEX

TRAITS AND SPECIAL TRAITS...............................4• ACROBAT...................................................................4• AFFINITY...................................................................4• AGGRESSIVE SCHIZOPHRENIA...........................4• AMPHIBIOUS..........................................................4• ARMOR......................................................................4• ARREST .....................................................................5• BATCAPE...................................................................5• BATCLAW.................................................................5• BIG/LARGE ..............................................................5• BIPOLAR ..................................................................5• BODYGUARD ..........................................................5• BRUTAL ....................................................................5• CANNIBAL ...............................................................6• CHARISMATIC ........................................................6• CLAWS ......................................................................6• CLIMBINGSHOES..................................................6• COMBO ....................................................................6• COUNTERATTACK ...............................................6• CRIMINAL ...............................................................6• DETECTIVE .............................................................6• DIRTYFIGHTER.....................................................6• DISORDER ...............................................................6• DISTRACT ...............................................................6• DODGE ....................................................................6• ELITEBOSS .............................................................6• ELITE ........................................................................6• ELUSIVE....................................................................6• EXPERTMARKSMAN.............................................7• EXPLOSIVEGEL......................................................7• FAST...........................................................................7• FLARE........................................................................7• FOLLOWME!............................................................7• GOODAIM...............................................................7• GUNMAN..................................................................7• HANDYMAN.............................................................7• HARDENED..............................................................7• HATES........................................................................7• HENCHMAN.............................................................7• HIDDEN....................................................................7• IMMORTAL...............................................................7• INFORMER...............................................................7• INSENSIBLE..............................................................7• INSPIRE.....................................................................7• JUDGMENT..............................................................7• KAOSAGENT...........................................................8• KILLTHEM!..............................................................8• LANTERN.................................................................8• LASER........................................................................8• LEADER.....................................................................8• LET´SGO!.................................................................8• LORDOFBUSINESS................................................8• LORDOFTHESEWERS..........................................8• LUCK..........................................................................9• MARTIALARTIST....................................................9

• MASTERFIGHTER..................................................9• MASTERMARKSMAN............................................9• MASTERMIND........................................................9• MOB...........................................................................9• MOBSTER..................................................................9• NIGHTVISION........................................................9• OBSESSIVE................................................................9• ONESHOTGUN.......................................................9• ONE-ARMED............................................................9• ORDER.......................................................................9• PERSUASIVE...........................................................10• PICKPOCKET.........................................................10• POISONMASTER..................................................10• PRIMARYTARGET................................................10• PSYCHO..................................................................10• PSYCHOLOGIST....................................................10• RAPIDFIRE............................................................10• REFLEXES...............................................................10• REINFORCEDGLOVES.........................................10• RETRACTABLECLAWS........................................10• RUNAWAY...............................................................10• SCHEMING.............................................................10• SCIENTIFIC............................................................10• SEARCHER..............................................................10• SHOOTER...............................................................11• SIDEKICK................................................................11• SMALL.....................................................................11• STEALTH.................................................................11• STOP!.......................................................................11• STRATEGIST/GRANDSTRATEGIST...................11• STREETGUY..........................................................11• STUPID....................................................................11• STURDY..................................................................11• SUPERIORSMELL..................................................11• SUSTAINEDDEFENSE..........................................11• TAKECOVER!........................................................11• TENSION.................................................................11• TIRELESS.................................................................11• TITANADDICT......................................................11• TITANDOSE..........................................................12• TOTALVISION.......................................................12• TOUGHSKIN..........................................................12• TOUGH....................................................................12• TRICKSTER............................................................12• TRUELOVE.............................................................12• UNDERCOVER.......................................................12• UNPREDICTABLE.................................................12• VETERAN................................................................12• WEAK......................................................................12• WEAPONMASTER................................................12

SPECIAL ATTACKS..................................................14• CHARGE..................................................................14• DEADLYSTRIKE....................................................14• DEVASTATINGBLOW..........................................14• ELECTRICSTORM.................................................14

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• LETHALBLOW.........................................................14• POWERSTRIKE.......................................................14• PRECISEBLOW......................................................14• ROUNDHOUSESTRIKE......................................14• SNEAKATTACK.....................................................14• TECHNIQUE.............................................................14• THIEF..........................................................................14

WEAPONS SPECIAL RULES................................15• AIM............................................................................15• DEFENSIVE..............................................................15• EXPANSIVE..............................................................15• EXPLOSIVE..............................................................15• FIREARM..................................................................15• HANDY.....................................................................15• HEAVY......................................................................15• LIGHT.......................................................................15• MECHANIC..............................................................15• MEDIUMRANGE....................................................15• PROTECTING..........................................................15• REACH......................................................................15• RELOAD....................................................................15• REMOTECONTROLLED........................................15• SCOPE.......................................................................15• SHARP.......................................................................15• SHORTRANGE.......................................................15• THROWINGWEAPONS.......................................15

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

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Specialrulesareexceptionstothebasicrulesandalwaysoverridethese.Toexecuteoneofthespecialru-lesthecharactermusthaveit(seeCharacterCard)andfullfillalltherequirementsandActionCounterscosts.ruledescription.ActionCountercostsusuallyareindicatedinparenthesesnexttothenameoftherule.Ifaruledoesnotspecifywhenitcanbeused,itisalwaysinthecharacter’sturn,unlessisapasiverule,whichcanbebeplayedduringtherival’sturn.

ACROBAT.The basic BMC and the JCis 12cm and should not spend any MC to move through a Difficult obsta-cle or terrain, Jump or Get Up. Can move through other miniatures. Acrobats can use the special rule “Dodge”.

ARMOR.

•Catchergear.Cancels weapon rule “Heavy” if attacked with it.

•Footballgear.Cancels weapon rules “Sharp” and “Heavy” if attacked with them.

•Hockeygear.Cancels weapon rule “Sharp” if attacked with it.

•PowerArmor.Ignore the first 3 Damage Markers received. Can not be used again until reparation. In the Casual-ties Phase, and during the Recovery roll, you can use 1SC to repair the armor, making it operational again. This armor is vulnerable to Fire, so each Fire marker received causes Damage ( ).

•BAT-armorMk1.Roll a die for each recieved hit, with a result of 5+ ignores the impact.

•BAT-armorMk2. Roll a die for each recieved hit , with a 6 result ignores the impact.

•BulletproofVest.Shoots make Damage with 4+, instead 2+.

•KevlarVest.Reduces 1 Damage Marker whenever you receive damage, to a minimum of 1.

Alfred Pennyworth: “It’s a problem with the graphite, sir. The next 10,000 will be up to specifi-cations.”Bruce Wayne: “At least they gave us a discount.”Alfred Pennyworth: “Quite. In the, uh, meantime, sir, may I suggest you try to avoid landing on your head?”

Bruce and Alfred discuss the Batsuit, Batman Begins

AMPHIBIOUS.Does not spend MC to move through Difficult Terrain Water.

“I don’t need help.”“Not my diagnosis.”

Batman and Scarecrow, Batman Begins

AGGRESSIVESCHIZOPHRENIA.You have to get closer and attack the closest friendly or enemy miniature.

AFFINITYto:(character).Can renounce to his Leader or Sidekick rank, to be recruited by the band, of the indicated character, as a Free Agent.

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ARREST(1MC+1SC).If you are in contact with a KO miniature you may remove it from game as Casualty.

BRUTAL.You can repeat the Collateral Damage die, but must accept the second result.

Ah, yes... I was wondering what would break first... Your spirit, or your body?

Bane, The Dark Knight Rises

Well, the work offered by organized crime must have an attraction to the insane.

Jonathan Crane, batman begins

BATCAPE(1SC).Spending 1SC you can not be damaged or knocked down in Jumps and Falls. Can be used as a passive rule.

BATCLAW(1SC+1MC).Can move from one point to another 30cm or clo-ser, drawing an interrupted straight line between the two points, free of obstacles and not through any flat surface. Can instead pass through any gap, ramp or height.The end point must be a place where you can per-fectly place the miniature. This movement spends all the BMC, but before or after this movement, you can use MC to move as usual.

Bruce Wayne: Too expensive for the Army? Lucius Fox: I don’t 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 you’re uncomfortable... Lucius Fox: Mister Wayne, if you don’t want to tell me exactly what you’re doing, when I’m asked, I don’t have to lie. But don’t 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 nor-mal base and have special rules.Their BMC is 12cm. In Falls and Springs into the Air they only receive Damage per 10cm differen-ce with its JC, instead of every 5cm. It can not be “Pushed” or “Grabbed” and can not be “KnockedDown”, unless by the attacks and weapons labelled “Big”.Gets a -1 on all Blink! Rolls. Has the special rule “Tough” and can use the special rule “Charge”.

BIPOLAR(Disorder).Roll a die or coin at the start of your turn, if the result is even/heads gets 1 extra Action Counter, if it is odd/tails lose one.

BODYGUARD(1SCPasive).If a Leader or Sidekick receives an attack (of any kind), being closer than 5cm, the bodyguard recie-ves the attack.

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

ELUSIVE(1MCPasive).Spend 1MC to get +1 to DEFENSE against Ranged attacks.

DETECTIVE.For each “Detective” character you have in the band, you can cancel an opponent’s “pass” at the beginning of each round.

DIRTYFIGHTER.His ranged weapons get the rule “Light”.

“It appears I chose unwisely, Detective.”

Ra´s al ghul, Arkham City

DISORDER(1SC).For every 2DC spent against an attack, get 3 Block dice.

DISTRACT.Once per round, you can choose a character that you can See and is 10cm or closer. Reduce his DEFENSE1 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.

ELITEBOSS:Kind.Band can align any number of “Elite” characters of the type indicated.

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

CANNIBAL.If at any time during your turn, you are in contact with a KO character you must performa Motivation roll. If you pass it you play your turn normally, if you fail you must spend 2 Action Counters toDevour immediately. If you don’t have enough counters you must wait to his next turn to Devour. A Devoured miniature is retired as Casualty.

“I will enjoy feasting on your bones.”

Killer Croc, Arkham Asylum

CHARISMATIC.Your Band can align 1 “FreeAgent” for every 100 reputation points, instead 150.

CLAWS.His Unarmed attacks produce Damage ( ).

CLIMBINGSHOES.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.

COMBOWith:Weapon.For every 2AC spent with that “weapon” gets 3 Strikes.

COUNTERATTACK(Pasive).If he Blocks a hit, can give a blow to his attacker. This counter-blow or shot is considered simulta-neous to the attack.

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

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

Bruce Wayne: I watched you die. Ra´s al Ghul: I told you I was immortal.

Ra´s al Ghul, The Dark Knight rises.

“I’m no rat! In a town this bent, who’s there to rat to, anyway?”

Jim Gordon, Batman Begins

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

IMMORTAL.Removing this character as Casualty grants VP as if he was KO.

INFORMER.You can “Pass” one more time in the “ExecutethePlan” phase.

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

INSPIRE(1SC).All his Henchmen closer than 10cm gets 1 Action Counter you can assign to the basic ability youwant. Can only be used once per round.

HATES:Band/sMust 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“Let´sGo!.”Some Henchmen can be aligned more than once in the same band, this will be indicated with a “*” next to Henchman rank.

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

EXPLOSIVEGEL.If a character with “Explosive Gel” Manipulates a lamppost, sewer or urban furniture place on it a “Gelmarker”. During any subsequent round this character can destroy the selected item and remove it from the game spending 1SC.

FAST.Can repeat the MC used to move.

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

FOLLOWME!(1SC).All his Hechmen 10cm or closer, get 1MC. Can be used once per turn.

GUNMAN.Can attack 2 times in a turn with ranged weapons.

HANDYMAN.Does not have to spend MC to Manipulate.

GOODAIM(1SC).Ignores the “Aim” rule with his ranged weapons.

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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.

LORDOFBUSINESS.His band has 500$ extra for its creation, and can choose up to 2 Loot Objectives.

LORDOFTHESEWERS.Killer Croc does not count toward the limit of miniatures that can be in the Sewer. Killer Croccan start the game inside the Sewer but he must stay at least one turn. His Band takes 1 extra Sewer Marker.

KAOSAGENT.At the beginning of the game remove 1 opponent’s die or counter from the bag or container you use toTake the Lead. This subtraction can make the game end before the established minimum number of rounds.All the Henchmen gets the Special Rule “Tricks-ter”.

I”ntroduce a little anarchy. Upset the established order, and everything becomes chaos. I’m an agent of chaos. Oh and you know the thing about chaos, it’s fair.”

Joker, The Dark Knight

“Listen, I’m what you might call... a collector. If so-meone wants it, I like to think I’ve got it. And if I don’t have it... I’ll get it.”

Penguin, Arkham City.

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

LASERPOINTERWhen Manipulates a Laser, if you can draw an in-terrupted 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 “BandLeader”. His Band Hen-chmen 10cm or closer can use the rule “Let´sgo!” without spending SC. Leaders can use “Inspire” and can repeat a Willpower roll, always accepting the second result.

LET´SGO!(1SCPasive).At the end of the turn of a Henchman of the same Band, roll a die. If you get a 4+ this character is activated immediately, without giving the opportu-nity to the opposing player to activate one of his miniatures.If you use Let´s go! consecutively by several hench-men, you should increase the difficulty of the roll by 1 per each use, after the first time, up to 6.

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LUCK(1SC).Spending 1SC can re-roll any roll that affects di-rectly to the character, even Impact rolls against him.

MARTIALARTIST.Ignores “NumericalInferiority”.

MASTERFIGHTER.Gets a +1 on Impact rolls when Unarmed.

MASTERMIND.At the beginning of the game add 1 die or coun-ter of your band to the bag or container you use to Take the Lead.

MOB.All Henchmen of the Band of this character get a +1 to the roll of the rule Let´s Go!

MOBSTER.When attacking an outnumbered character, in clo-se combat, gets an extra attack against that charac-ter.

NIGHTVISION.This character can See at any distance.

OBSESSIVE(MentalDisorder).If attacks an enemy character, must continue attac-king him (can not change target) until KO. He also gets +1 to STRENGTH against this enemy charac-ter.

ONESHOTGUN(2AC+2SC).Once per game, instead of attacking, can choose an enemy that he can See closer than 20cm which receives an automatic hit Strength +2, Damage ( ) and CRT: “Low”.

ONE-ARMED.He has a -1 penalty to Block.

ORDER(1SC).A friendly character he can see, can immediately reposition up to 2 Action Counters. It can only be used once per turn.

MASTERMARKSMAN.Can repeat Impact rolls of his shots.

“Looks like your luck’s run out, Batman!”

Two Face, Arkham City

“You, yourself fought the decadence of Gotham for years with all your strength, all your resources, all your moral authority and the only victory you achieved was a lie. Now you understand Gotham is beyond saving and must be allowed to die.”

Ra´s al Ghul, The Dark Knight Rises

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PSYCHO.Never gets changed his Willpower bt any circum-stances or special rule.

PSYCHOLOGIST.Solves automatically the Enigma objectives without rolling the dice. He can also play Psychoanalysis. • Psychoanalysis (1SC): Cancels all the special ru-les called “Disorder” of any character he can See 20cm or closer.

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

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

REINFORCEDGLOVES.His Unarmed attacks produce Damage ( ).

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

RUNAWAY.Immune to “Arrest”.

SCHEMING(X)If this character is in the Band that Raises the Plan first, you can always make a number X of charac-ters to Raise their Plan after the enemy.

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

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

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

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

POISONMASTER.You can roll 3 dice, instead of 2, ignoring the lower result, in the Endurance Roll to cure a Poison.

PRIMARYTARGET:Kind.Before starting the game, you must choose 1 Ob-jective of the indicated kind. If this character con-trols it gets 1 additional VP.

“Why fight it, Batman? You’re as crazy as the rest of us. You need us as much as we need you. And to prove it, I’ll flood the catacombs with enough Fear Gas to break the minds of everyone in Gotham for a hundred years.”

Scarecrow, Arkham asylum

“I respect the mind’s power over the body. It’s why I do what I do.”

Dr. Jonathan Crane

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TAKECOVER!(1SC).His band Henchmen, 10cm or closer, gets 1DC. Can only be used once per turn.

SHOOTER.Bypasses a Blink! in each shot.

SIDEKICK(Rank).You can only include 1 Sidekick, unless you choose a Sidekick as “BandLeader”. In this case you may include a second Sidekick. Henchmen of his Band 20cm or closer, may re-roll the rule “Let´sgo!”

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

STEALTH.Enemies can only See this character, if he is 20cm or closer. He can be Seen by other rules like: Light, Total Vision or Superior Smell...

STOP!(1SCPasive).Interrupts the activation, and prevents the use of MC, to an enemy character he can See.

STRATEGIST/GRANDSTRATEGIST.Gets 1/2 additional Strategy points at the begin-ning of the game.

Gotham’s time has come. Like Constantinople or Rome before it the city has become a breeding ground for suffering and injustice. It is beyond sa-ving and must be allowed to die. This is the most important function of the League of Shadows. It is one we’ve performed for centuries. Gotham... must be destroyed.

Ra´s al ghul, Batman Begins

STREETGUY.You can use Crouch without spending SC.

STUPID.Can not Manipulate.

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

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

TENSION.Gets +1 to his Attack and Defense values when he has at least one Damage Marker.

TIRELESS.For every 2MC you use to increase your BMC, get 3 movement dice.

SUPERIORSMELL(1SC).Doesn’t 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.

TITANADDICT.You can use a “TitanDose” 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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TITANDOSE(Oneuseonly).If a character has a Titan Dose may use it, in the Raise the Plan phase, to obtain +1 to all values Principal Characteristics during this round. A cha-racter can use a only one dose during the game, a second will kill him.

TOUGHSKIN.In Damage rolls against this character, always sub-tract -1 to the die result.

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

TRICKSTER.At the beginning of this character turn can reposi-tion his Action Tokens.

TRUELOVE:Character.If the loved character is in the same Band and is removed as a casualty, the character gains +1 WILLPOWER and +1ATTACK until the end of the game.

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

UNPREDICTABLE.His SC can be used in any other skill or special rule, as a wildcard.

VETERAN.At the start of his turn he can relocate 2 Action Counters.

TOTALVISION.In addition to “NightVision” his line of sight can cross any obstacles or scenery elemen, although you can not shoot through these elements, unless the weapon has Remote Control.

WEAK.Loses 1 Action counter per each Damage marker accumulated rather than every 2 Damage markers.

WEAPONMASTER.Gets a +1 on Impact rolls when is not Unarmed.

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SPECIALATTACKS.

DuringtheirturncharacterscanattempttomakeasingleSpecialAttackagainstoneenemy.Thisattackmustbedeclaredbeforerollinganydice,butcanbedonebeforeorafterothernormalattacks.SpecialAttacksusuallymodifytheeffectsofthenormalattacks,soifyouperformaSpecialAttackagainstacha-racter,youmaynotstrikehimagain,unlessotherwisespecified.ToperformtheseattacksyoumustmetalltherequirementsandActionCountercosts.ManyofthemmustbemadeUnarmedorawithparticularweapon,ifnothingisinidicatedyoucanchoosedoitwithanywe-aponorUnarmed.

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, displa-cling them just enough to pass. At the end of the movement he can attack normally.

DEADLYSTRIKEWith:(1SC).When hitting an enemy character gets CRT: “Ca-sualty”.

SNEAKATTACK(1SC).This attack can only be performed if, at the begin-ning of the turn, the target can not See the attacker. Target character can not Block attacks.

THIEFWith:(1SC).When hitting an enemy character gets CRT: “Steal”.

TECHNIQUE(Unarmed1SC).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 ( ).

ROUNDHOUSESTRIKEWith:(1SC+1AC).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.

PRECISEBLOW(1SC).When attacking an enemy character, gets a +1 in the Impact Roll and can repeat the Collateral Da-mage die.

POWERSTRIKEwith:(1SC).If he achieves a Hit the target is Knock Down au-tomatically.

LETHALBLOW(1SC).If you Damage an enemy character he also suffers the Stun Effect.

ELECTRICSTORM(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.

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

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WEAPONSSPECIALRULES.

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

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

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

EXPLOSIVE.As you impact with this kind of weapon, an Explo-sive Template must be placed at the impact point.

FIREARM.All the hits of these weapons always produce Da-mage with 2+. The carrier Strength does not count.

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

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

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

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

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

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

THROWING.Will not lose Rate of Fire while moving.

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

SHARP.You can repeat once the Damage roll.

SCOPE.Gives you “NightVision” and ignores Blink! Rolls.

REMOTECONTROLLED.With these weapons, the figure has to see the objec-tive, but does not necessarily need to draw a strai-ght/direct line to it. Drawing the route to impact the objective will be enough, but do not exceed the maximum range. All Blink! will be ignored on his route.

RELOAD.These weapons cannot be used during 2 consecu-tive activations. They may not be used for at least 1activation.

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

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Blinks!
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Page 17: Traits and Special Traits Ingles Final

TEMPLATES.

EXPLOSIONTEMPLATE.When an attack or weapon uses an Explosive Template, this may be placed at the center point of the target (or the obstacle impacted by a Blink!) unless it is otherwise spe-cified at its description.All miniatures that may be totally or partially affected by the templa-te will get automatically impacted and suffers any possible effect.

SPRAYTEMPLATE.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 Dama-ge as the rule description indicates. The template will partially or tota-lly 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 stri-pes will always be affected by the narrowest.

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Esto no tiene sentido si la plantilla es redonda ????
Page 18: Traits and Special Traits Ingles Final

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 re-moved.

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

HYPNOTIZE.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.

FELLED.A felled figure must lie on the ground (or place a fe-lled marker) at the same place it has been knocked down. A felled miniature cannot Attack or Defend himself, and he can not use any special ability until he stands up. A character can move while knocked down, but his move will be Disabled. A felled figure will always get a +2 Impact anytime he gets a hit.

PARALYZE.Place a Paralyze marker next to the miniature. A paralyzed character reduces his Defense value -2and cannot do anything (he cannot move, attack, defend, follow special rules, or use action coun-ters) until the effect cancelation.

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

ENERVATING“X”Immediately loses “X” Action Counters.

FLASH.Produces a Blind effect until the end of the round.

FIREIf 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 1fire marker. At the end of the round, if any minia-ture has at least 1 fire marker, he will get one more additional fire marker.

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Blindness
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PARALYZED
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Page 19: Traits and Special Traits Ingles Final

PINDOWN.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.

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 (charac-ters/players) to see through it, and the characters inside it will be considered Blinded until the end of the round. Smoke dissipates at the end of the round.

STEAL.If a character steals an enemy, he can choose which of his weapons will be stolen and use it 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 choo-se one before doing a poison attack.If a character gets affected by poison, place a poi-son 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 poi-son effects will not accumulate.

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affected by Blindness
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Page 22: Traits and Special Traits Ingles Final

SMOKE

RULEOFMEASURE

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SERIOUS (además es como la frase del Joker de la peli, Why so serious?)
Page 23: Traits and Special Traits Ingles Final

CharacterPerfilDesing:GustavoAdolfoCuadradoEgea

LuisEscuderoMoranFranciscoCondeNuñez

TestingManagement:LuisEscuderoMorán

TestersandCollaborators:

AdrianaEgeaIllescasAdriánEcheverríaAnaSotoErrazquin

AlejandroFernándezCastañoDanielMayoralasMartínez

DiegoCarlosMagdalenoSanjuanEnriqueJalónSalcedo

GustavoAdolfoCuadradoJacintoSorianoVillaroelJoseRamónGallegoGalán

LuisEscuderoMoránLuisGarciaPelayoMauroGonzález

MiguelPérezValenciaPacoConde

PedroSorianoVillaroelRaúlFernandez

RicardoGarciaSolanoRobertoJoseMagdalenoSanjuan

SergioSeguraTaniaRetortillo

VictorSaboyaBengocheaVicenteMoranDelSaz

Management:JoséMiguelCaballeroDelso

ArtisticManagement:JorgeRubioGonzalez

JoséMiguelCaballeroDelso

GameDesing:GustavoAdolfoCuadrado

Rules:GustavoAdolfoCuadradoFranciscoCondeNuñez

Drafting:FranciscoCondeNuñezAndrésHerranzAlonso

Translation:AndrésHerranzAlonsoAlbaSanchezGalán

Desing/MiniaturePainting/Scenery:JoséMiguelCaballeroDelso

AlfonsoGozaloJoséMaríaAlisesCosmen

GraficDesingandLayout:JorgeRubioGonzález

Editor:AndrésHerranzAlonso

TM&©DCComicsWBShield:TM&©WarnerBros.EntertainmentInc.(s12)

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Ver las erratas de las reglas que aquí son las mismas
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