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special traits 1,0 TM & © DC Comics (s12) F I G U R E S F O R T H E C O L L E C TO R

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Page 1: Traits and Special Traits Ingles Final

special traits 1,0

TM &

© D

C C

omic

s (s

12)

F I G U R E S F O R T H E C O L L E C T O R

Page 2: Traits and Special Traits Ingles Final

INDEXTRAITS AND SPECIAL TRAITS...............................4

ACROBAT...................................................................4AFFINITY...................................................................4

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

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

PROTECTING

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

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!e basic and the is 12cm and should not spend any to move through a Di"cult obsta-cle or terrain, Jump or Get Up. Can move through other miniatures. Acrobats can use the special rule “ ”.

Cancels weapon rule “ ” if attacked with it.

Cancels weapon rules “ ” and “ ” if attacked with them.

Cancels weapon rule “ ” if attacked with it.

Ignore the #rst 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. !is armor is vulnerable to Fire, so each Fire marker received causes Damage ( ).

Roll a die for each recieved hit, with a result of ignores the impact.

Roll a die for each recieved hit , with a 6 result ignores the impact.

Shoots make Damage with , instead .

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

Alfred Pennyworth: “It’s a problem with the graphite, sir. !e next 10,000 will be up to speci"-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

Does not spend to move through Di"cult Terrain Water.

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

Batman and Scarecrow, Batman Begins

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

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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Page 5: Traits and Special Traits Ingles Final

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

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

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

Bane, !e Dark Knight Rises

Well, the work o#ered by organized crime must have an attraction to the insane.

Jonathan Crane, batman begins

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

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 $at surface. Can instead pass through any gap, ramp or height.!e end point must be a place where you can per-fectly place the miniature. !is movement spends all the , but before or a%er this movement, you can use 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.

!ese characters usually measure twice a standard human, so they are mounted on a bigger than nor-mal base and have special rules.!eir is 12cm. In Falls and Springs into the Air they only receive Damage per 10cm di&eren-ce with its JC, instead of every 5cm. It can not be “ ” or “ ” and can not be “

”, unless by the attacks and weapons labelled “ ”.Gets a -1 on all Blink! Rolls. Has the special rule “ ” and can use the special rule “ ”.

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.

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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Batman Begins
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When achives the #rst or enemy Casualty, gets a Willpower until the end of the game.

Spend to get to against Ranged attacks.

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

His ranged weapons get the rule “ ”.

“It appears I chose unwisely, Detective.”

Ra´s al ghul, Arkham City

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

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

point until the end of the round. !is e&ect is not cumulative.

DODGEYou can use to avoid Ranged Attack Impacts. Each spent allows an Agility roll, each success cancels an impact.

Band can align any number of “ ” characters of the type indicated.

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

If at any time during your turn, you are in contact with a 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

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

His Unarmed attacks produce Damage ( ).

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

For every spent with that “weapon” gets 3 Strikes.

If he Blocks a hit, can give a blow to his attacker. !is counter-blow or shot is considered simulta-neous to the attack.

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!e #rst Damage marker ( ) received each round, becomes a marker Damage marker ( ).

When he an enemy character, $ip a coin: if the result is ” ” remove it as Casualty.

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

Ra´s al Ghul, !e Dark Knight rises.

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

Jim Gordon, Batman Begins

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

Removing this character as Casualty grants as if he was .

You can “ ” one more time in the “” phase.

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

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

Must not be aligned with the speci#ed Band/s.

You can include any number of Henchmen in your Band. All Henchmen can use the special rule“ .”Some Henchmen can be aligned more than once in the same band, this will be indicated with a “*” next to Henchman rank.

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

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

Can repeat the used to move.

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

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

Can attack 2 times in a turn with ranged weapons.

Does not have to spend to Manipulate.

Ignores the “ ” rule with his ranged weapons.

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If not in contact with an enemy, can illuminate (see Light) an area of 10cm diameter around him until the end of the round.

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

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.

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

”.

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, !e 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.

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

When Manipulates a Laser, if you can draw an in-terrupted straight line, can leave a character under the e&ect of Light until the end of the round.

You can only include 1 Leader in the band and must always be the “ ”. His Band Hen-chmen 10cm or closer can use the rule “ ” without spending SC. Leaders can use “ ” and can repeat a Willpower roll, always accepting the second result.

At the end of the turn of a Henchman of the same Band, roll a die. If you get a 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 di"culty of the roll by 1 per each use, a%er the #rst time, up to 6.

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Spending 1SC can re-roll any roll that a&ects di-rectly to the character, even Impact rolls against him.

Ignores “ ”.

Gets a on Impact rolls when Unarmed.

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.

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

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

!is character can See at any distance.

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

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

He has a -1 penalty to Block.

ORDERA friendly character he can see, can immediately reposition up to 2 Action Counters. It can only be used once per turn.

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, !e Dark Knight Rises

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

Solves automatically the Enigma objectives without rolling the dice. He can also play Psychoanalysis.

1SC): Cancels all the special ru-les called “ ” of any character he can See 20cm or closer.

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

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

His Unarmed attacks produce Damage ( ).

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

Immune to “ ”.

If this character is in the Band that Raises the Plan #rst, you can always make a number X of charac-ters to Raise their Plan a%er the enemy.

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

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

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

If he uses Manipulate to a character he can Steal.

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

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 "ght 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 $ood 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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His band Henchmen, 10cm or closer, gets . Can only be used once per turn.

Bypasses a Blink! in each shot.

You can only include 1 Sidekick, unless you choose a Sidekick as “ ”. In this case you may include a second Sidekick. Henchmen of his Band 20cm or closer, may re-roll the rule “ ”

His is 8cm. Gets on Blink! Rolls.

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...

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

Gets 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 su#ering and injustice. It is beyond sa-ving and must be allowed to die. !is 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

You can use Crouch without spending SC.

Can not Manipulate.

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

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

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

For every you use to increase your , get 3 movement dice.

Doesn’t need an interrupted straight line to See his target, anything closer than 40cm can be “ ” even if the target is not under the e&ect of light. He is also immune to the “ ” e&ect.

You can use a “ ” 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

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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If a character has a Titan Dose may use it, in the Raise the Plan phase, to obtain 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.

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

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

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

If the loved character is in the same Band and is removed as a casualty, the character gains

and until the end of the game.

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

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

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

In addition to “ ” 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.

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

Gets a on Impact rolls when is not Unarmed.

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!e character must move in a straight line, while performing this move can hit (or “ ” 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.

When hitting an enemy character gets CRT: “Ca-”.

!is 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.

When hitting an enemy character gets CRT: “ ”.

If you Damage an enemy character, recieves the Knock Down e&ect. If he is also Knock Down by the Collateral Damage die, su&ers an automatic Impact Strength and Damage ( ).

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

When attacking an enemy character, gets a in the Impact Roll and can repeat the Collateral Da-mage die.

If he achieves a Hit the target is Knock Down au-tomatically.

If you Damage an enemy character he also su&ers the Stun E&ect.

Center the explosion template in this character, all the miniatures partially or totally inside (except the attacking character) receives one impact Strength

and Damage ( ). You can only use Electric Storm one time per activation, but you can attack normally before and/or a%er this Special Attack.

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

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!ese weapons can not be used if you Move.

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

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

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

All the hits of these weapons always produce Da-mage with . !e carrier Strength does not count.

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

When you use these weapons you get +1 Strength.

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

All impacts always produce Damage with . !e weapon carrier Strength does not matter.

!ese weapons have no unlimited reach. !ey can shoot maximum 40cm distance.

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

Will not lose Rate of Fire while moving.

!ese weapons have no unlimited reach. !ey can shoot maximum 20cm distance.

You can repeat once the Damage roll.

Gives you “ ” and ignores Blink! Rolls.

With these weapons, the #gure 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.

!ese weapons cannot be used during 2 consecu-tive activations. !ey may not be used for at least activation.

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

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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-ci#ed at its description.All miniatures that may be totally or partially a&ected by the templa-te will get automatically impacted and su&ers any possible e&ect.

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 #gure which is using it, and direct it any way you want. A%erwards, determine the Impacts and Dama-ge as the rule description indicates. !e template will partially or tota-lly a&ect all the miniatures inside it, depending on the miniatures position inside the template. !e 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 a&ected by the narrowest.

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Explosion
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Esto no tiene sentido si la plantilla es redonda ????
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Cannot See, cannot attack with a distance weapon and his Impact rolls and Blocks will succeed only with a 6 result. Cannot use and furthermore, will get his moves Disabled until this e&ect is re-moved.

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

!e a&ected player must pass a Willpower roll. If he fails will become completely controlled by the opposite player until the end of his next activation.

A felled #gure 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 #gure will always get a Impact anytime he gets a hit.

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

Produces a paralyze e&ect until the end of the round.

“X”Immediately loses “X” Action Counters.

Produces a Blind e&ect until the end of the round.

If #re a&ects the #gure, place a #re marker next to the miniature. If a character has two or more #re markers will receive a Damage marker ( ) per each #re marker. Spending allows to get rid of #re marker. At the end of the round, if any minia-ture has at least 1 #re marker, he will get one more additional #re marker.

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Place a Pind Down marker next to the miniature. It cannot move either use , his Attack value will get reduced by -1 until the e&ect cancelation.

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

Instantly receives X damage markers.

An area a&ected 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.

If a character steals an enemy, he can choose which of his weapons will be stolen and use it a%erwards. !e 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).

Poisons will produce at the same time other e&ects, as shown next to the poison characteristics. If a character has several poison e&ects, he must choo-se one before doing a poison attack.If a character gets a&ected by poison, place a poi-son marker next to the character and resolve the venom e&ect immediately. At the beginning of his next activation, he must make an Endurance roll. If the roll is not passed, the venom e&ect will resolve and continue to be active until he passes the next Endurance roll at the beginning of his activation and the poison e&ect gets cancelled. !e same poi-son e&ects will not accumulate.

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SERIOUS (además es como la frase del Joker de la peli, Why so serious?)
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Ver las erratas de las reglas que aquí son las mismas
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