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TM & DC Comics (s12)

special traits 1,0

F I G U R E S

F O R

T H E

C O L L E C T O R

INDEX
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TRAITS AND SPECIAL TRAITS...............................4


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ACROBAT...................................................................4
AFFINITY...................................................................4
"((3&44*7& 4$)*;01)3&/*"
".1)*#*064
"3.03
"33&45  
#"5$"1&
#"5$-"8
#*(-"3(&  
#*10-"3  
#0%:(6"3%  
#365"-  
$"//*#"-
$)"3*4."5*$
$-"84  
$-*.#*/(4)0&4
$0.#0  
$06/5&3 "55"$,  
$3*.*/"-  
%&5&$5*7&  
%*35:'*()5&3
%*403%&3  
%*453"$5  
%0%(&  
&-*5& #044  
&-*5&  
&-64*7&
&91&35."3,4."/
&91-04*7&(&-
'"45
'-"3&
'0--08.&
(00%"*.
(6/."/
)"/%:."/
)"3%&/&%
)"5&4
)&/$)."/
)*%%&/
*..035"-
*/'03.&3
*/4&/4*#-&
*/41*3&
+6%(.&/5
,"04"(&/5
,*--5)&.
-"/5&3/
-"4&3
-&"%&3
-&5}4(0
-03%0'#64*/&44
-03%0'5)&4&8&34
-6$,
."35*"-"35*45

."45&3'*()5&3
."45&3."3,4."/
."45&3.*/%
.0#
.0#45&3
/*()57*4*0/
0#4&44*7&
0/&4)05(6/
0/&"3.&%
03%&3
1&346"4*7&
1*$,10$,&5
10*40/."45&3
13*."3:5"3(&5
14:$)0
14:$)0-0(*45
3"1*%'*3&
3&'-&9&4
3&*/'03$&%(-07&4
3&53"$5"#-&$-"84
36/"8":
4$)&.*/(
4$*&/5*'*$
4&"3$)&3
4)005&3
4*%&,*$,
4."--
45&"-5)
4501
453"5&(*45(3"/%453"5&(*45
453&&5(6:
4561*%
4563%:
461&3*034.&--
4645"*/&%%&'&/4&
5",&$07&3
5&/4*0/
5*3&-&44
5*5"/"%%*$5
5*5"/%04&
505"-7*4*0/
506()4,*/
506()
53*$,45&3
536&-07&
6/%&3$07&3
6/13&%*$5"#-&
7&5&3"/
8&",
8&"10/."45&3

SPECIAL ATTACKS..................................................14
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2

$)"3(&
%&"%-:453*,&
%&7"45"5*/(#-08
&-&$53*$4503.

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-&5)"-#-08
108&3453*,&
13&$*4&#-08
306/%)064&453*,&
4/&","55"$,
5&$)/*26&
5)*&'

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


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"*.
%&'&/4*7&
&91"/4*7&
&91-04*7&
'*3&"3.
)"/%:
)&"7:
-*()5
.&$)"/*$
.&%*6.3"/(&
PROTECTING
3&"$)
3&-0"%
3&.05&$0/530--&%
4$01&
4)"31
4)0353"/(&
5)308*/(8&"10/4

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

4QFDJBMSVMFTBSFFYDFQUJPOTUPUIFCBTJDSVMFTBOEBMXBZTPWFSSJEFUIFTF5PFYFDVUFPOFPGUIFTQFDJBMSVMFTUIFDIBSBDUFSNVTUIBWFJU TFF$IBSBDUFS$BSE
BOEGVMMMMBMMUIFSFRVJSFNFOUTBOE"DUJPO$PVOUFST
DPTUTSVMFEFTDSJQUJPO"DUJPO$PVOUFSDPTUTVTVBMMZBSFJOEJDBUFEJOQBSFOUIFTFT
OFYUUPUIFOBNFPGUIFSVMF
*GBSVMFEPFTOPUTQFDJGZXIFOJUDBOCFVTFE JUJTBMXBZTJOUIFDIBSBDUFSTUVSO VOMFTTJTBQBTJWFSVMF 
XIJDIDBOCFCFQMBZFEEVSJOHUIFSJWBMTUVSO

"$30#"5

"3.03

The basic #.$ and the +$is 12cm and should not
spend any .$ to move through a Difficult obstacle or terrain, Jump or Get Up. Can move through
other miniatures. Acrobats can use the special rule
%PEHF.

t$BUDIFSHFBS
Cancels weapon rule )FBWZ if attacked with it.
t'PPUCBMMHFBS
Cancels weapon rules 4IBSQ and )FBWZ if
attacked with them.

"''*/*5:UP DIBSBDUFS


Can renounce to his Leader or Sidekick rank, to be


recruited by the band, of the indicated character, as
a Free Agent.

t)PDLFZHFBS
Cancels weapon rule 4IBSQ if attacked with it.
t1PXFS"SNPS
Ignore the first 3 Damage Markers received. Can
not be used again until reparation. In the Casualties Phase, and during the Recovery roll, you can
use 1SC to repair the armor, making it operational
again. This armor is vulnerable to Fire, so each Fire
marker received causes Damage ( ).

"((3&44*7&4$)*;01)3&/*"

You have to get closer and attack the closest


friendly or enemy miniature.
I dont need help.
Not my diagnosis.

t#"5BSNPS.L
Roll a die for each recieved hit, with a result of 
ignores the impact.

Batman and Scarecrow, Batman Begins

t#"5BSNPS.L
Roll a die for each recieved hit , with a 6 result
ignores the impact.
t#VMMFUQSPPG7FTU
Shoots make Damage with  , instead  .
t,FWMBS7FTU
Reduces 1 Damage Marker whenever you receive
damage, to a minimum of 1.
Alfred Pennyworth: Its a problem with the
graphite, sir. The next 10,000 will be up to specifications.
Bruce Wayne: At least they gave us a discount.
Alfred Pennyworth: Quite. In the, uh, meantime,
sir, may I suggest you try to avoid landing on your
head?

".1)*#*064

Does not spend .$ to move through Difficult


Terrain Water.

Bruce and Alfred discuss the Batsuit, Batman


Begins
4

"33&45 .$ 4$




#*(-"3(&
These characters usually measure twice a standard
human, so they are mounted on a bigger than normal base and have special rules.
Their #.$ is 12cm. In Falls and Springs into the
Air they only receive Damage per 10cm difference with its JC, instead of every 5cm. It can not be
1VTIFE or (SBCCFE and can not be ,OPDLFE
%PXO, unless by the attacks and weapons labelled
#JH.
Gets a -1 on all Blink! Rolls. Has the special rule
5PVHI and can use the special rule $IBSHF.

If you are in contact with a ,0 miniature you may


remove it from game as Casualty.

#"5$"1& 4$


Spending 1SC you can not be damaged or knocked


down in Jumps and Falls. Can be used as a passive
rule.
Bruce Wayne: Too expensive for the Army?
Lucius Fox: I dont think they tried to market it to
the billionaire, spelunking, BASE-jumping crowd.
Bruce Wayne: Look, Mr. Fox.
Lucius Fox: Yes, sir?
Bruce Wayne: If youre uncomfortable...
Lucius Fox: Mister Wayne, if you dont want to tell
me exactly what youre doing, when Im asked, I
dont have to lie. But dont think of me as an idiot.
Bruce Wayne: Fair enough.

#*10-"3 %JTPSEFS


Roll a die or coin at the start of your turn, if the


result is even/heads gets 1 extra Action Counter, if
it is odd/tails lose one.
Well, the work offered by organized crime must
have an attraction to the insane.

Batman Begins.

Jonathan Crane, batman begins

#0%:(6"3% 4$1BTJWF


If a Leader or Sidekick receives an attack (of any


kind), being closer than 5cm, the bodyguard recieves the attack.

#365"-

You can repeat the Collateral Damage die, but


must accept the second result.

#"5$-"8 4$ .$




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

Ah, yes... I was wondering what would break


first...
Your spirit, or your body?
Bane, The Dark Knight Rises

$"//*#"-

$3*.*/"-

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


with a ,0 character you must perform
a Motivation roll. If you pass it you play your turn
normally, if you fail you must spend 2 Action
Counters to
Devour immediately. If you dont have enough
counters you must wait to his next turn to Devour.
A Devoured miniature is retired as Casualty.

When achives the first ,0 or enemy Casualty, gets


a  Willpower until the end of the game.

%&5&$5*7&

For each %FUFDUJWF character you have in the


band, you can cancel an opponents QBTT at the
beginning of each round.

I will enjoy feasting on your bones.

It appears I chose unwisely, Detective.

Killer Croc, Arkham Asylum

Ras al ghul, Arkham City

$)"3*4."5*$

%*35:'*()5&3

Your Band can align 1 'SFF"HFOU for every 100


reputation points, instead 150.

$-"84

His Unarmed attacks produce Damage (

His ranged weapons get the rule -JHIU.

DISORDER 4$


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


dice.

).

$-*.#*/(4)0&4

%*453"$5

Must not spend .$ 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.

Once per round, you can choose a character that


you can See and is 10cm or closer. Reduce his
%&'&/4& point until the end of the round. This
effect is not cumulative.

DODGE 1BTJWF


You can use .$ to avoid Ranged Attack Impacts.


Each .$ spent allows an Agility roll, each success
cancels an impact.

&-*5&#044,JOE

Band can align any number of &MJUF characters of


the type indicated.

&-*5&,JOE

You can not have in your band more than 1 &MJUF


character of the same Kind.

$0.#08JUI8FBQPO

For every  "$ spent with that weapon gets 3


Strikes.

&-64*7& .$1BTJWF


Spend .$ to get  to %&'&/4& against Ranged


attacks.

$06/5&3"55"$, 1BTJWF


If he Blocks a hit, can give a blow to his attacker.


This counter-blow or shot is considered simultaneous to the attack.
6

&91&35."3,4."/

)*%%&/

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

Can be deployed anywhere in the playing area, but


always more than 10cm from any objective.

&91-04*7&(&-

If a character with &YQMPTJWF (FM Manipulates


a lamppost, sewer or urban furniture place on it a
(FM NBSLFS. During any subsequent round this
character can destroy the selected item and remove
it from the game spending 1SC.

*..035"-

Removing this character as Casualty grants 71 as


if he was ,0.
Bruce Wayne: I watched you die.
Ras al Ghul: I told you I was immortal.

'"45

Can repeat the .$ used to move.

Ras al Ghul, The Dark Knight rises.

'-"3&

*/'03.&3

If you Manipulate a Flare, all the playing area will


be under the effect of Light till the end of round.

You can 1BTT one more time in the &YFDVUFUIF


1MBO phase.

'0--08.& 4$


Im no rat! In a town this bent, whos there to rat


to, anyway?

All his Hechmen 10cm or closer, get .$. Can be


used once per turn.

Jim Gordon, Batman Begins

(00%"*. 4$


*/4&/4*5*7&

Ignores the "JN rule with his ranged weapons.

This character does not reduce Action Counters if


he accumulates Damage markers.

(6/."/

INSPIRE 4$


Can attack 2 times in a turn with ranged weapons.

All his Henchmen closer than 10cm gets 1 Action


Counter you can assign to the basic ability you
want. Can only be used once per round.

)"/%:."/

Does not have to spend .$ to Manipulate.

+6%(.&/5

)"3%&/&%

When he ,0T an enemy character, flip a coin: if the


result is IFBET remove it as Casualty.

The first Damage marker ( ) received each round,


becomes a marker Damage marker ( ).

)"5&4#BOET

Must not be aligned with the specified Band/s.

)&/$)."/ SBOL


You can include any number of Henchmen in your


Band. All Henchmen can use the special rule
-FU}T(P.
Some Henchmen can be aligned more than once in
the same band, this will be indicated with a * next
to Henchman rank.

,"04"(&/5

-03%0'#64*/&44

At the beginning of the game remove 1 opponents


die or counter from the bag or container you use to
Take the Lead. This subtraction can make the game
end before the established minimum number of
rounds.
All the Henchmen gets the Special Rule 5SJDLTUFS.

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

Introduce a little anarchy. Upset the established


order, and everything becomes chaos. Im an agent
of chaos. Oh and you know the thing about chaos,
its fair.

-03%0'5)&4&8&34

Killer Croc does not count toward the limit of


miniatures that can be in the Sewer. Killer Croc
can start the game inside the Sewer but he must
stay at least one turn. His Band takes 1 extra Sewer
Marker.

Joker, The Dark Knight

,*--5)&. 4$


All the Henchman of his band, 10cm or closer, get


"$. Only can be used once per turn.

-"/5&3/ 4$


If not in contact with an enemy, can illuminate


(see Light) an area of 10cm diameter around him
until the end of the round.

-"4&310*/5&3

When Manipulates a Laser, if you can draw an interrupted straight line, can leave a character under
the effect of Light until the end of the round.

-&"%&3 3BOL


You can only include 1 Leader in the band and


must always be the #BOE-FBEFS. His Band Henchmen 10cm or closer can use the rule -FU}THP
without spending SC. Leaders can use *OTQJSF
and can repeat a Willpower roll, always accepting
the second result.

-&5}4(0 4$1BTJWF


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 opportunity to the opposing player to activate one of his
miniatures.
If you use Lets go! consecutively by several henchmen, you should increase the difficulty of the roll
by 1 per each use, after the first time, up to 6.

."45&3.*/%

-6$, 4$


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

Spending 1SC can re-roll any roll that affects directly to the character, even Impact rolls against
him.

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.

Looks like your lucks run out, Batman!


Two Face, Arkham City

."35*"-"35*45

Ras al Ghul, The Dark Knight Rises

Ignores /VNFSJDBM*OGFSJPSJUZ.

.0#

All Henchmen of the Band of this character get a


 to the roll of the rule Lets Go!

.0#45&3

When attacking an outnumbered character, in close combat, gets an extra attack against that character.

/*()57*4*0/

This character can See at any distance.

0#4&44*7& .FOUBM%JTPSEFS


If attacks an enemy character, must continue attacking him (can not change target) until ,0. He also
gets  to STRENGTH against this enemy character.

."45&3'*()5&3

Gets a  on Impact rolls when Unarmed.

0/&4)05(6/ "$ 4$




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: -PX.

."45&3."3,4."/

Can repeat Impact rolls of his shots.

0/&"3.&%

He has a -1 penalty to Block.

ORDER 4$


A friendly character he can see, can immediately


reposition up to 2 Action Counters. It can only be
used once per turn.

3"1*%'*3& 4$


1&346"4*7& 4$ "$




When using a ranged weapon gets  Rate of Fire,


even when moving.

If an allied Leader or Sidekick receives an attack (of


any kind), being closer than 5cm, this character recieves the attack paying 4$ "$.

3&'-&9&4

1*$,10$,&5

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


second result.

If he uses Manipulate to a ,0 character he can


Steal.

3&*/'03$&%(-07&4

10*40/."45&3

His Unarmed attacks produce Damage (

You can roll 3 dice, instead of 2, ignoring the lower


result, in the Endurance Roll to cure a Poison.

).

3&53"$5"#-&$-"84

His Unarmed attacks produce Damage


and are considered 4IBSQ (see Weapons).

Why fight it, Batman? Youre as crazy as the rest


of us. You need us as much as we need you. And to
prove it, Ill flood the catacombs with enough Fear
Gas to break the minds of everyone in Gotham for
a hundred years.

36/"8":

Immune to "SSFTU.

Scarecrow, Arkham asylum

4$)&.*/( 9

If this character is in the Band that Raises the Plan


first, you can always make a number X of characters to Raise their Plan after the enemy.

13*."3:5"3(&5,JOE

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

4$*&/5*'*$

His Special characteristic is 4 instead of 3. If it is


removed as a casualty, gives one additional 71.

14:$)0

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

4&"3$)&3

Before starting the game subtract 1 Strategy point


to your opponent.

14:$)0-0(*45

Solves automatically the Enigma objectives without


rolling the dice. He can also play Psychoanalysis.
t1TZDIPBOBMZTJT 1SC): Cancels all the special rules called %JTPSEFS of any character he can See
20cm or closer.
I respect the minds power over the body. Its why
I do what I do.
Dr. Jonathan Crane

10

4)005&3

453&&5(6:

4*%&,*$, 3BOL


4561*%

You can use Crouch without spending SC.

Bypasses a Blink! in each shot.

You can only include 1 Sidekick, unless you choose


a Sidekick as #BOE-FBEFS. In this case you may
include a second Sidekick. Henchmen of his Band
20cm or closer, may re-roll the rule -FU}THP

Can not Manipulate.

4563%:

Loses 1 Action Counter per 3 Damage Markers


received instead of 2.

4."--

His #.$ is 8cm. Gets  on Blink! Rolls.

461&3*034.&-- 4$


45&"-5)

Enemies can only See this character, if he is 20cm


or closer. He can be Seen by other rules like: Light,
Total Vision or Superior Smell...

Doesnt need an interrupted straight line to See his


target, anything closer than 40cm can be TFFO
even if the target is not under the effect of light. He
is also immune to the #MJOEOFTT effect.

4501 4$1BTJWF


4645"*/&%%&'&/4&

Interrupts the activation, and prevents the use of


.$, to an enemy character he can See.

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


dice.

453"5&(*45(3"/%453"5&(*45

5",&$07&3 4$


Gets  additional Strategy points at the beginning of the game.

His band Henchmen, 10cm or closer, gets %$.


Can only be used once per turn.

Gothams time has come. Like Constantinople


or Rome before it the city has become a breeding
ground for suffering and injustice. It is beyond saving and must be allowed to die. This is the most
important function of the League of Shadows. It is
one weve performed for centuries. Gotham... must
be destroyed.

5&/4*0/

Gets  to his Attack and Defense values when he


has at least one Damage Marker.

5*3&-&44

For every .$ you use to increase your #.$, get


3 movement dice.

Ras al ghul, Batman Begins

5*5"/"%%*$5

You can use a 5JUBO %PTF 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.

11

536&-07&$IBSBDUFS

5*5"/%04& 0OFVTFPOMZ


If the loved character is in the same Band and


is removed as a casualty, the character gains 
8*--108&3 and "55"$, until the end of
the game.

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

6/%&3$07&3

Can deploy up to 20cm. outside the deployment


area.

505"-7*4*0/

In addition to /JHIU7JTJPO 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.

506()4,*/

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

506()

Can re-roll failed Endurance rolls, but must accept


the second result.

6/13&%*$5"#-&

His SC can be used in any other skill or special rule,


as a wildcard.

53*$,45&3

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

7&5&3"/

At the start of his turn he can relocate 2 Action


Counters.

8&",

Loses 1 Action counter per each Damage marker


accumulated rather than every 2 Damage markers.

8&"10/."45&3

Gets a  on Impact rolls when is not Unarmed.

12

13

41&$*"-"55"$,4
%VSJOHUIFJSUVSODIBSBDUFSTDBOBUUFNQUUPNBLFBTJOHMF4QFDJBM"UUBDLBHBJOTUPOFFOFNZJTBUUBDL
NVTUCFEFDMBSFECFGPSFSPMMJOHBOZEJDF CVUDBOCFEPOFCFGPSFPSBFSPUIFSOPSNBMBUUBDLT4QFDJBM
"UUBDLTVTVBMMZNPEJGZUIFFFDUTPGUIFOPSNBMBUUBDLT TPJGZPVQFSGPSNB4QFDJBM"UUBDLBHBJOTUBDIBSBDUFS ZPVNBZOPUTUSJLFIJNBHBJO VOMFTTPUIFSXJTFTQFDJFE
5PQFSGPSNUIFTFBUUBDLTZPVNVTUNFUBMMUIFSFRVJSFNFOUTBOE"DUJPO$PVOUFSDPTUT.BOZPGUIFNNVTU
CFNBEF6OBSNFEPSBXJUIQBSUJDVMBSXFBQPO JGOPUIJOHJTJOJEJDBUFEZPVDBODIPPTFEPJUXJUIBOZXFBQPOPS6OBSNFE

108&3453*,&XJUI 4$


$)"3(& .$ 4$




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

The character must move in a straight line, while


performing this move can hit (or 1VTI without
spending SC) the miniatures in his path, displacling them just enough to pass. At the end of the
movement he can attack normally.

13&$*4&#-08 4$


When attacking an enemy character, gets a  in


the Impact Roll and can repeat the Collateral Damage die.

%&"%-:453*,&8JUI 4$


When hitting an enemy character gets CRT: CaTVBMUZ.

306/%)064&453*,&8JUI 4$ "$




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.

%&7"45"5*/(#-08 4$QFSBUUBDL


When attacking an enemy character gets  to


STRENGTH and CRT: ( )

4/&","55"$, 4$


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

&-&$53*$4503. 4$ "$




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 after this Special Attack.

5&$)/*26& 6OBSNFE4$


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  and Damage ( ).

-&5)"-#-08 4$


If you Damage an enemy character he also suffers


the Stun Effect.

5)*&'8JUI 4$


When hitting an enemy character gets CRT: 4UFBM.

14

8&"10/441&$*"-36-&4
1305&$5*/(

"*.

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

These weapons can not be used if you Move.

%&'&/4*7&

If a character carries a defensive weapon, it allows


him to repeat the Block roll.

3&"$)

These weapons do not require being in contact with


the enemy to hit him. They allow an attack from
3cm away as maximum distance.

&91"/4*7&

Instead of the regular weapon Rate of Fire, use the


Spray Template (see Spray Template).

3&-0"%

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

&91-04*7&

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

3&.05&$0/530--&%

'*3&"3.

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

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

)"/%:

When these weapons are used, you can repeat the


Impact roll.

4$01&

Gives you /JHIU7JTJPO and ignores Blink! Rolls.

)&"7:

When you use these weapons you get +1 Strength.

4)"31

You can repeat once the Damage roll.

-*()5

With these weapons, you can shoot even when you


are at DN or less distance. Their Rate of Fire will
be 1.

4)0353"/(&

These weapons have no unlimited reach. They can


shoot maximum 20cm distance.

.&$)"/*$

5)308*/(

All impacts always produce Damage with  . The


weapon carrier Strength does not matter.

Will not lose Rate of Fire while moving.

.&%*6.3"/(&

These weapons have no unlimited reach. They can


shoot maximum 40cm distance.

15

16

5&.1-"5&4

&91-04*0/5&.1-"5&

When an attack or weapon uses


an Explosive Template, this may
be placed at the center point of the
target (or the obstacle impacted by
a Blink!) unless it is otherwise specified at its description.
All miniatures that may be totally
or partially affected by the template will get automatically impacted
and suffers any possible effect.

413":5&.1-"5&

When a weapon allows a Spray


Template use, the player must place
the narrow extreme of the template
in full contact with the base of the
figure which is using it, and direct
it any way you want. Afterwards,
determine the Impacts and Damage as the rule description indicates.
The template will partially or totally affect all the miniatures inside
it, depending on the miniatures
position inside the template. The
insole has 4 damage stripes, the
narrowest indicates that if there
are miniatures at this area no shot
can be done, the following strips
are Lethal, Serious and Slight. A
miniature between 2 damage stripes will always be affected by the
narrowest.

17

&''&$54
#-*/%/&44

'30;&/

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 effect is removed.

It produces a Paralyze effect, until a Endurance roll


is passed at the beginning of his next turn.

):1/05*;&

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.

$00-&%

Produces a paralyze effect until the end of the


round.

&/&37"5*/(X

'&--&%

Immediately loses X Action Counters.

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

'*3&

If fire affects the figure, place a fire marker next to


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

1"3"-:;&

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 counters) until the effect cancelation.

'-"4)

Produces a Blind effect until the end of the round.

18

1*/%08/

45&"-

Place a Pind Down marker next to the miniature.


It cannot move either use .$, his Attack value will
get reduced by -1 until the effect cancelation.

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).

10*40/

Poisons will produce at the same time other effects,


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

4)0$,
Can not use Action Counters until the end
of the turn.

509*$ 9

Instantly receives X damage markers.

4.0,&

An area affected by smoke will not allow (characters/players) to see through it, and the characters
inside it will be considered Blinded until the end
of the round. Smoke dissipates at the end of the
round.

19

20

21

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4.0,&

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23

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