Batman: Gotham City Chronicles – The Batmobile Expansion
Batman: Gotham City Chronicles – The Batmobile Expansion Rulebook
Table of Contents
Table of Contents
I • Batmobile's Rules
A • The Batmobile
The Batmobile can only be used in certain missions.
In the game, the Batmobile is considered a character, except it is played with a Batmobile board rather than a character tile.
The Batmobile board is assembled during mission setup. Different components are allocated to each of the component spaces to create a unique version for that mission.
The Batmobile board shows:
- Name
- Artwork
- Components classes:
- 3.1 • Armor
- 3.2 • On-board computer
- 3.3 • Engine
- 3.4 • Weapon
- 3.5 • Accessories
- Component slots: Each class of component is paired with a specific slot shape, corresponding to a component space.
- Total maximum levels of Batmobile's components.
B • Assembly of the Batmobile
The controller of the Batmobile is indicated by the special rules of the missions.
During mission setup, before the heroes choose their bat-gadgets, the controller of the Batmobile must assemble it by choosing the different components from the available options.
To do so, the hero must select one component for each component class. The following restrictions apply:
- Each component class can only accommodate a component for which the component slot corresponds.
- At the end of assembly, there must not be any empty component slot.
- The total of the component levels chosen must not exceed the total maximum levels of Batmobile's components.
Once the Batmobile has been assembled, the controller of the Batmobile places its miniature on its starting space as indicated on the mission setup diagram.
Fig. 1 • Assembly of the Batmobile. The booklet's illustration labels a component card with: 1 • Component slot; 2 • Component level; 3 • Component effect.
C • Batmobile's Use
The controller of the Batmobile can perform actions that are specific to vehicles. These are called vehicle actions.
These vehicle actions are given by certain components or by the mission's special rules.
During actions, the controller of the Batmobile cannot perform paid rerolls.
During Batmobile defenses, it's controller ignores the Spend Energy Cubes and Create the Dice Pool steps.
The size of the Batmobile is equal to the occupation limit of its area.
II • Components' Description
There are different classes of components: Armor, On-board computer, Engine, Weapon and Accessories.
Armor
The Batmobile's armor corresponds to its automatic defense level. This value indicates the number of automatic successes allocated during the defense steps.
The armor also indicates its life points. After having selected the armor, its controller places the life points token of the Batmobile on the corresponding space of the turn track.
The Batmobile's life point token is a generic token from the base box.
On-Board Computer
The on-board computer allows vehicle actions to be carried out.
- Level 1: Allows the controller of the Batmobile to activate it once per turn. To do so, they perform an automatic thought. It allows them to immediately perform one vehicle action with the Batmobile.
- Level 2: Allows the controller of the Batmobile to activate it once per turn. To do so, they perform an automatic thought. It allows them to immediately perform two vehicle actions with the Batmobile.
- Level 3: Allows the controller of the Batmobile to activate it once per turn. To do so, they perform an automatic thought ignoring the Spend Energy Cubes step. It allows them to immediately perform two vehicle actions with the Batmobile.
Engine
The engine allows the Batmobile to perform a movement at the cost of one vehicle action.
During a Batmobile movement, carry out the following steps:
- Its controller removes the Batmobile from the board. It will later be placed in another of the Batmobile areas during the next Trigger the Start of the Heroes' Turn Effects step. The Batmobile areas are indicated on the mission setup diagram.
- Immediately after it is placed back on the board, the Batmobile pushes back all the miniatures in its area.
Pushing back miniatures: When the Batmobile pushes back miniatures, all the miniatures present in its area must be moved to an adjacent area chosen by the owners of the miniatures. The hero player moves their miniatures first.
When the miniatures are pushed back, the occupation limit of an area must be respected. If all the adjacent areas are fully occupied for a pushed miniature, it is immediately neutralized.
- Level 1: The normal Batmobile movement rule applies.
- Level 2: The normal Batmobile movement rule applies except that each miniature pushed back by the Batmobile rolls 2 yellow dices. They then suffer a number of wounds equal to the successes obtained.
- Level 3: The normal Batmobile movement rule applies with the following exceptions:
- The Batmobile is immediately placed into play after having been removed from the board;
- Each miniature pushed back by the Batmobile rolls 2 yellow dices. They then suffer a number of wounds equal to the successes obtained.
Weapon
The weapon allows the Batmobile to perform ranged attacks at the cost of one vehicle action. To do so, its controller follows the rules of a Character Ranged Attack action with the following exceptions:
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During the Create the Dice Pool step, the weapon level determines the dice characteristics used for the attack;
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The level of the weapon determines the abilities that can be used.
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Level 1: rifle - orange with reroll + orange with reroll.
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Level 2: machine gun - red + orange + the burst skill level 1.
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Level 3: railgun - red + red + red + the electricity skill level 2.
Accessories
A Batmobile with accessories has certain bonuses.
- Level 1: Electrified car body – the Batmobile gains the counterattack skill level 2. Moreover, when it performs a counterattack, the Batmobile has the electricity skill level 2 for the duration of the counterattack.
- Level 2: Bat-Gadgets chest – all the heroes increase the value of their utility-belt by 1. Heroes without a utility-belt value gain one with a value of 1.
- Level 3: Laser designator – when a miniature from the heroes' side performs a ranged attack which targets a miniature in the line of sight of the Batmobile, the miniature gains the marksman skill level 1 for the duration of the action.