Batman Miniature Game (Third Edition): Back to Gotham
Batman Miniature Game (Third Edition): Back to Gotham Rulebook
Table of Contents
Table of Contents
Game Components
- Miniatures – the models that make up your crew, each with its corresponding base and character card.
- Measure Sticks (in inches)
- Dice – six-sided dice (D6).
- Explosive Templates
- Expansive Templates
- Character Cards
- Objective Cards
- Event Cards
- Encounter Cards
Markers
The game uses the following markers and counters: Numerical Markers; KO Markers; Stun Damage Markers; Pass Markers; Injury Damage Markers; Suspect Markers; Movement Modifiers Markers; Knocked Down Markers; Batclaw Markers; Ammo Crate Markers; Explosive Teeth Markers; Loot Markers; Poisoned Fish Markers; Audacity Markers; Crown Markers; Medical Supplies Markers; Snitch Markers; Attack Modifiers Markers; Defense Modifiers Markers; Resource Markers; Activation Markers; Blind Markers; Event Markers; Venom Container Markers; Streetlamp Markers; WayneTech Markers; Sewer Markers; Magazine Markers; Poison Markers; Fire Markers; Freeze Markers; Scared Markers; Terror Markers; Gas Canister Markers; Paralize Markers; Cooled Markers; Stunned Markers; Enervating Markers.
Introduction
Why So Serious?
No matter how much you like the Batman Miniature Game, how often you play, or how competitive you are, you should remember that it's just a game, and the ultimate goal is to have fun – and that means letting your opponent have fun, too. Of course, everyone wants to win, but it's not worth it if another person (usually a friend) has a bad time during the game.
It's almost impossible for a set of game rules to account for every conceivable situation that may arise. Therefore, disputes over the rules should always be reasonably discussed and solved in the spirit of cooperation and sportsmanship. If no agreement can be reached, we recommend that you just keep the game flowing, and have one player roll a die: on a result of 4+ their interpretation of the rule is right this time; on a 1–3, the opposing player is right. When the game is over, you can discuss the rule with cool heads, and work out what to do if it ever arises again.
You could say this is the most important rule – that's why we print it first!
Before diving headlong into the game rules, it's worth spending some time establishing the basic principles of the game. Take a moment to familiarize yourself with these concepts, especially if it's your first foray into tabletop skirmish gaming.
The First Steps
What You'll Need
Before you can play the Batman Miniature Game for the first time, you will need:
- A collection of Knight Models miniatures, and their corresponding character cards, to represent your 'crew' in the game.
- A city game board, where the action takes place.
- Counters, markers and templates.
- A retractable measuring tape, or a ruler marked in inches (").
- Several six-sided dice (one or two dice of a different color to the rest will be very useful).
The Models
The most important component of the game are the miniatures, or models, as they are often called throughout the rules. These represent your crew – a small group of characters belonging to a particular faction, such as the Joker's clown henchmen, or the Gotham City Police Department.
Knight Models produces detailed miniatures representing the diverse characters of the Batman universe. These miniatures come with their corresponding base, and a character card, which contains the model's unique rules.
The Gaming Area
The game is played across a flat surface, such as a tabletop or area of floor, with a minimum size of 36" square. This area is commonly referred to as the 'board' or 'game board'. The board should be populated with model scenery, representing the buildings, streets, alleys, parks and walkways of Gotham City.
When setting up a game board ready to play, you and your opponent should try to position the scenery in a mutually agreeable fashion, so that it does not confer an inherent advantage to either side. If you can't decide, try splitting the scenery pieces between the two players as evenly as possible, and take turns placing them onto the board.
Knight Models sells a range of scenic elements for your games, from small items of street furniture to impressive centerpieces like Arkham Asylum. Many gamers also like to scratch-build their own scenery – a rewarding hobby in its own right, which means your setups are limited only by your imagination and skill.
Our advice is that you have as much scenery as possible, providing plenty of cover from enemy firepower, and providing a varied cityscape across which your models can run, jump, climb and hide.
Markers and Counters
Markers and counters are used to keep track of different aspects of the game, from the position of key objectives to the amount of damage accumulated by your characters. They are sometimes placed on the game board, and sometimes on character cards, to record various effects and conditions. A marker that is placed on the game board can never overlap another marker.
If you don't have the special Knight Models counters to hand, you can use poker chips, coins, or even spare dice (just make sure they're of a different type to the ones you roll during the game, to avoid confusion). In addition, Knight Models provide a range of premium quality markers, including special markers customized to specific crews, and 3D markers such as lampposts and sewer entrances.
Measures
The movement of models around the gaming area, and the measuring of weapon ranges, require the use of a measure, marked in inches ("). A retractable tape measure will be most useful for getting into the hard-to-reach areas of the gaming table, although a ruler or special measure stick will be fine for most situations.
Measuring Distances
Any measurement must be taken between the two closest points of the miniatures or objects involved (such as when measuring between a shooter and his target, for example). For horizontal measurements, this is usually done from the edges of the models' bases.
When determining if something is within the measured range, remember:
- 'Within' means at least part of the object/model/base lies within the measured distance.
- 'Completely within' means the entirety of the object/model lies within the measured distance.
It's a common mistake to measure the distance and then place the model on the far side of the tape measure. This is incorrect, as it adds the diameter of the model's base to the distance moved. As shown in this example, when measuring movement across the ground, the outer edge of the model's base must not move beyond the limit of the distance measured.
Dice
The outcome of many game actions is determined by the roll of one or more dice. You will need a number of six-sided dice (or 'D6') to play the game – the more dice you can lay your hands on the better. Try to make sure that at least one of them is a different color from the others, as this can be used to easily separate out important rolls from the rest of the batch.
Reading the Dice
As dice are called 'D6' for short, if the rules ask you to roll 2D6, you will have to roll two dice, if they say 3D6, you will roll three dice, etc. Sometimes, the rules will ask you to roll a D3. In this case you need to roll a regular die, and count the score of 1 or 2 as a '1', 3 or 4 as a '2', and 5 or 6 as a '3'.
You will also notice that sometimes we use expressions like 4+, 5+, etc. These are a common abbreviation for the result that you need to score when rolling a die. For example, if a model needs to score 4+, it simply means the roll will be successful on a score of 4, 5, or 6.
Please note that, unless otherwise specified, the results of multiple dice are not added together (there are, however, exceptions). For example, if you need to score a result of 4+, and you are able to roll more than one die to achieve it, one of the dice must score a 4 or more to be successful. If the results of the dice were 2 and 3, you couldn't add them together to score a 5.
Modifying Dice Rolls
Sometimes you may have to 'modify' a dice roll, or 'apply a modifier'. This is normally denoted in the rules as a plus or minus figure, such as +1, -2 and so on. Roll the dice and add or subtract the number to or from the score to get the final result. So, rolling D6+1 will give you a final score of between 2 and 7, for example.
Where several different modifiers are listed, they are applied in this order:
- Modifiers that multiply or divide a score;
- Modifiers that add or subtract.
Fractions and Rounding
In some situations, the rules will instruct you to divide a number, usually by half. If there is a remainder, the result should be always rounded down. For example: a score of 5 needs to be divided by two. As the result would be 2.5, you will need to round it down to 2.
Rerolls
In some situations, the rules allow you to 'reroll' your dice. This is exactly how it sounds – pick up all the dice you wish to re-roll, and roll them again. The second score always counts, even if it is worse than the first – no dice can be re-rolled more than once.
Randomizing
Sometimes, you'll be asked to randomly pick between several models, objectives, items, etc. If randomizing between two items, simply roll a D6, nominating each item odds or evens. If randomizing between three items, roll a D3 to determine which is picked. If randomizing between four items, allocate a D6 score to each item, and then roll the dice, rerolling scores of 5 and 6, and so on.
If you're ever asked to randomize between cards (such as Objective cards in hand), simply shuffle the cards, face down, and pick the specified number without looking.
Character Cards
All Batman Miniature Game models are supplied with their own unique character card. This serves two purposes: It shows the profile and abilities of the model, and allows you to keep track of its actions during the game. A character card always displays the following elements:
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Name – This is the true identity of a given character (so Batman is listed as Bruce Wayne, for example). You can't include more than one model with the same Name in the same crew.
Note: The exception to the rule is when a model has Name 'Unknown' or 'Classified' (such as Joker). You may include several such characters as long as they all have a different Alias (see below).
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Alias – The Character Card will include the most relevant Alias by which the character is known – so Bruce Wayne, for example, has the Alias 'Batman'.
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Base Size – This section indicates the size (diameter) of the base on which the model must be mounted (the correct base will be supplied with the miniature). Some models allow several options for their base size – simply choose one of the specified bases when assembling the model.
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Rank – Every model fulfils a different role in its crew (some even act as mercenaries of sorts, which can ally with other crews). To represent this, models are assigned one of five different ranks: Leader, Sidekick, Free Agent, Vehicle, or Henchman. These distinctions are important when you create a crew because they determine the number of models of each type you can include. If a character has more than one, the owner can choose the model that he will use during the game.
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Affiliation – All models are limited in which crews they are able to join, denoted by one or more Affiliation icons on the character card. All crew members must have the same Affiliation as their Boss – see page 41 for more on Bosses.
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Rivals – A character's nemeses! A character may not be included in a crew that also contains models with one of these crew icons.
Basic Skills
This portion of the character card is given over to the essential characteristics, or basic skills, that each model possesses. Every skill has a numeric value attached to it. Some situations may cause these skills to increase or decrease during a game (either temporarily or permanently), but with the exception of Movement, no basic skill can ever be reduced below 1.
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Willpower – Willpower is one of the most important characteristics, representing a model's mental fortitude and resilience: the higher a model's Willpower value, the more they will be able to do during the game.
- A model can act as long as the number of Stun Damage markers it accumulates does not equal or exceed its Willpower value (then the model becomes KO).
- A model can improve its chances of success by making an Effort, suffering additional Stun Damage in exchange for extra dice. Effort cannot be made if it would make the number of accumulated Stun Damage equal or exceed the character's Willpower.
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Endurance – This skill represents the model's ability to soak up damage and carry on fighting. Its value represents the maximum Injury Damage markers a model can accumulate before being removed as a Casualty.
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Movement – This skill represents the model's mobility (their ability to run, climb, dodge, etc.). The Movement value is the model's Basic Move Distance, in inches. Unlike other skills, Movement can be reduced to 0 due to modifiers or special rules.
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Attacks – This skill represents the model's offensive ability. The higher the model's Attack, the more times it may Strike in combat. This value also determines the minimum result that the target enemy must score in order to block the attack.
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Strength – Strength is a measure of a character's physical power. When a model performs an attack, in addition to rolling the attack dice, you must roll an extra die of a different color from the rest. This is the Strength die. If the Strength die scores a hit on the target, it cannot be blocked.
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Defense – This skill represents how well the model defends itself against attacks. When a model is attacked, the enemy must score equal to or greater than the target's Defense value to score a hit.
Other Basic Rules
We're almost ready to learn the main rules of the game – but first, let's take a look at some of the common situations that will crop up during play.
Line of Sight
The concept of 'line of sight' (LoS) is very important in tabletop gaming, as it allows you to work out what your models can 'see' – usually their target! To see another model, you must be able to draw a straight and unobstructed line between the two models. The simplest way is to draw an imaginary line between the models using a measure, or even a laser pointer.
All models have a line of sight of 360º, which means they can see everything around them, unless otherwise specified.
Models never block line of sight – they are considered to be in motion at all times, and don't get in the way. In addition, no decorative element of the model, such as scenic items on a model's base, can block line of sight – treat it as though those items are not present.
When determining LoS from one model to another, we only take into account the main physical block of the character or vehicle, defined as follows:
- Humanoid or animal models count only their head, torso and legs for the purposes of line of sight. Ignore arms, protruding weapons, capes, etc.
- Vehicles count only the main frame or hull for the purposes of line of sight – ignore weapons, spoilers, and other accessories.
[Example: The Thug has LoS with Gordon, because the Bat-signal on his base doesn't block LoS.]
[Example: The Thug hasn't LoS with Gordon, because the pipe hides his main physical block.]
The Night
In the Batman Miniature Game it is always night time, and the visibility of your models is limited. No models are able to see more than 12" in any direction. Models beyond this range are considered under the cover of the night. Of course, there are special rules that will let a model see further (or sometimes restrict their vision even more). In addition, some models are able to exploit the darkness, moving unnoticed or launching surprise attacks from the shadows.
Lights
There are various light sources that can be found in the game, such as lampposts, flashlights and spotlights, which illuminate an area with a 4" radius immediately around them (measured from the edge of the light source marker, or the base of a model carrying a light source). If a model is partially within the area of effect of any light source, it will become totally visible to any other model that can draw a direct line of sight to it, regardless of the distance.
Light does not pass through solid objects – if there is a substantial piece of scenery between a model and the light source, it is not illuminated. Ignore small obstacles for this effect, but treat walls, buildings, billboards, large containers, etc., as blocking Light.
Contact
When the bases of two models are physically touching, the models are said to be in contact. It is very important that, when models move during the game, they can move into contact with each other, but never in such a way that they overlap one another's bases at the end of the move.
Models on Higher Levels
Models on different elevations of the gaming area can still be in contact with each other, as long as neither model is higher than the other's head (the fundamental block of the model, as used for line of sight), and there is no substantial scenery between them. Simply take a top-down view of the two models – If their bases would be touching if they were on the same level, they are considered in contact.
[Example: In both pictures, the models are considered in contact.]
Skill Rolls
In order to successfully perform many actions, or to avoid certain effects, models may be required to pass a skill roll, comparing the roll against the value of the model's basic skills.
To take a skill roll, simply roll a number of dice equal to the model's Special skill. Then, choose two of the dice, and compare their combined result with the specified skill (such as Willpower, for example). If the sum of the two dice is equal to or less than the skill value, the test is passed.
The most common skill rolls you'll need to make are:
- Willpower roll: These types of rolls are used to ignore adverse psychological effects, such as hypnotism.
- Endurance roll: Usually used to recover the model from the Knocked Out state (KO) or to resist special effects, such as Poison.
Note: Some models do not have a Willpower skill. Any rule that requires such a model to take a Willpower roll is ignored.
Opposed Skill Rolls
Sometimes, when using a special ability, you will be asked to take a skill roll against the target model's skill value. This is called an 'opposed skill roll'. In this instance, roll the dice as before, but this time the sum of the two dice you select must be greater than the specified skill of the target.
The Game Rules
If this is your first game, you might find the rules that follow a little daunting – but don't worry! The rules of play are presented in a logical order, so that you can get playing straight away. The more advanced rules, such as Traits and special Effects, can be found in the free rules Compendium at knightmodels.com.
[The Compendium is transcribed in full later in this document, as an appended section.]
Sequence of Play
Fighting in the winding streets of Gotham, the debris-strewn streets of Arkham City, or within the close confines of Arkham Asylum is chaotic, visceral and confusing. To mitigate the brutal reality of urban combat, we structure the game by breaking it down into a series of 'rounds', in which players take it in turns to activate, move and fight with the models in their crew.
Each round is broken down into four 'phases', which are always resolved in the following order:
- Take the Lead – The players determine the order in which they will proceed during the rest of the round.
- Raise the Plan – All the players decide in secret how and in which way their models will act, distributing activation markers between them. These markers will determine which models have the most impact in the round.
- Execute the Plan – Players activate their models and resolve actions with them (move, fight, shoot, etc.). Play alternates one model at a time, starting with the player who took the lead, then moving to the opponent, and so on, until all models that can activate have done so.
- Recount – This phase provides an opportunity for models to recover from their injuries, and for Knocked Out models to get back into the game. Ongoing effects are resolved, and victory conditions are checked – if the game does not end, the round is over and a new round begins.
When all players have completed the sequence, a new round will start and the process begins again. Rounds will go on until the game ends (this happens automatically at the end of Round 4, but can happen sooner – see page 40).
Take the Lead
At the start of each round, before doing anything else, each player must roll 1D6. The player that scores the highest chooses who has the Initiative (they don't have to take it themselves if they don't wish to).
If the roll is a tie, the player who lost the Initiative roll in the previous round automatically wins it here. If this is the first round of the game, continue rolling until a clear winner is established.
The chosen player is referred to throughout these rules simply as 'the player with Initiative'.
The player with Initiative is responsible for:
- Performing each step first whenever players are instructed to alternate (for example, when placing scenery or markers, etc.).
- Starting the activation of models in the Execute the Plan phase.
Raise the Plan
Now it is time to decide which of your models will have the greatest impact on the round ahead. Note that, in the next phase, all models that are able to activate will be able to perform one action: either a Movement action, a Tactical action, or a Special action. Some, however, can do more.
To do this, each player takes four Audacity markers, and places them on four of their models. Models chosen must be eligible to activate (so they cannot be KO, for example – see page 34). If you have less than four models able to activate, then place Audacity markers on as many as you can.
A model with an Audacity marker can perform one of each type of action when it their turn to activate in the next phase.
Execute the Plan
When all players have finished allocating their Audacity markers, it is time for action! Beginning with the player with Initiative, players alternate the activation of the models, choosing one at a time. Each model can be activated once per round, and all its actions must be completed before the other player activates a model. Once all models that can activate have done so, players will move on to the next phase.
Activate a Model
When a model is activated, it can perform one of the following actions: A Movement action, a Tactical action, or a Special action. If the model has an Audacity marker, it may perform one of each type instead (three actions in total). These actions may be performed in any order, but an action must be completed before starting another (you cannot stop halfway through a move, shoot an enemy, and then continue moving, for example). You don't have to perform all the available actions if you don't wish to – in fact, you don't have to perform any actions at all, but the models must still be activated if able.
The actions available to models are detailed on page 24. Some models have additional actions available to them as a result of their special rules.
Once a model has completed its actions, its activation ends. If it had an Audacity marker, flip it so that the tick icon is showing, reminding you that its action is complete. If it had no marker, allocate an Activated marker to it now as a reminder that it may not activate again this round.
Passing on Activation
As play alternates between models from different crews during a round, crews with larger numbers of models gain an advantage over crews with fewer models, as they get to act more frequently and respond better to enemy plans. To balance things out a little, each round the player with the least models in their crew gains a number of 'passes'.
At the beginning of the Execute the Plan stage, players must work out how many Pass markers the player with the smallest crew will have. The number of passes is equal to the difference between the number of models in the largest crew, minus the number of models in the smallest (KO models, and models that are off the table for any reason, do not count for this purpose).
When one of your models that has not yet been activated becomes KO or is removed as casualty, take a Pass marker immediately.
Each time a player 'passes', they discard one Pass marker and defer activation of a model, instead handing the activation to the next player in the sequence. This may mean that a player ends up activating two models consecutively, as their opponent temporarily 'gives up' their turn. The player who passes on activation must still activate all of their models during the round – but they get the chance to hang back and see what their opponent does before being forced to act themselves.
Pass markers do not carry over to the next round. However, a player who does not use all their Pass markers gains +1 to the dice roll to Take the Lead next round for each unused Pass marker.
Passive Skills
Some skills of the game are passive, which means that the player does not have to declare their use during the activation of the model. They are commonly used during a rival activation, as a response to an attack, or when a special rule is activated. These skills do not usually use up a model's actions – each skill will provide full instructions for its use.
Recount
During the Recount phase, follow this sequence:
- Activate any trait that should be used at the beginning of the Recount phase, starting with the player with Initiative, and alternating between players, until all available traits have been activated.
- Discard Spent Resource cards (see page 39).
- Score any number of Objective cards that specify they should be reviewed at the end of the round, whose requirements have been fulfilled. However, you may not score two Objective Cards with the same name at the same time.
- Perform skill rolls on models that have acquired status effects to see how they are resolved (for example, models that are affected by Poison may attempt to resist it here).
- All models still in play that are not KO should now eliminate damage from their character card. Models that are KO may attempt to recover (see Recovery, page 36).
- Review the conditions to finish the game and, if these conditions are met, check the score and establish a winner. Otherwise: a. Remove Activated markers and unused Pass markers; b. Refill your pool of Resource Points so that you have 3 again. c. Discard up to one Objective Card from your hand if you wish, shuffle the Objective deck, and draw cards until you have 4 cards in hand. d. Now start a new round, beginning with phase 1, Take the Lead.
Actions
In this section, we look in detail at the various actions that your models can perform during an activation.
Movement Action
During its activation, a model can perform a single Movement action. Effects and special rules that make a model move are resolved in addition to this action.
All models in the game have a Basic Move Distance, which is a number of inches equal to the Movement skill value. When performing a Basic Move action, this is the maximum distance the model can move across the game board. Note that some special rules, such as the Fast trait, modify this distance.
A model can move in any direction (they may even move directly up or down by jumping and climbing, see below), and it does not have to use all of its Basic Move Distance. The distance is measured from the edge of the model's base, taking obstacles and scenery into account as you trace the model's path. No part of the model's base may move beyond the Basic Move Distance.
Models can pass through other models as if they weren't there. However:
- A model cannot pass through a gap in scenery that is too small for their main physical block to fit through;
- The model must end its move in a position where it will both fit and balance unsupported (that means if you have to support the model with tape, clips, adhesive putty, fingers or anything else not part of the game, it does not fit).
- The model's base must not overlap that of another model at the end of the move.
Moving and Placing
When a rule tells you to 'place' a model, this is not the same as 'moving'. 'Place' represents a jump, or teleport, across the game board. The model is removed from its current position and replaced on the board within the distance indicated by the rule, ignoring intervening terrain. If any other rule or effect prevents a model from moving at all, it also prevents it from being placed. However, rules that reduce or increase the Basic Move Distance do not affect the distance a model is placed.
Impaired Movement
During the game there will be times when a model's movement may be adversely affected, such as when crossing Difficult Ground or suffering from an impeding effect. This is called Impaired Movement.
A model with Impaired Movement reduces its Basic Move Distance by -4". When a model is affected by a Movement effect that impairs movement, its Basic Move Distance will be reduced by 4". Thus, a miniature whose Basic Move Distance is 10" that is crossing Difficult Ground cannot advance more than 6".
All effects that prevent movement are cumulative. So, if a model has suffers Impaired Movement from two different sources, its movement will be reduced by 8", and so on, to a minimum of 0 (at which point it cannot move at all).
[Example caption: Scenery elements like this box are considered small obstacles (no movement penalty apply).]
Small Obstacles
For the purposes of movement, models ignore any obstacle that is 1" tall or less – these can be easily stepped over or jumped over without penalty. However, taller obstacles may need to be climbed, as described below.
Similarly, narrow gaps of less than 1" across or drops of less than 1" deep can be moved across without Jumping.
[Example caption: The Batman model doesn't suffer any movement penalty during this Movement Action.]
Difficult Ground
Before starting the game, players should agree on the areas of the board that should be considered Difficult Ground.
Any area of the game board that is difficult to traverse, such as piles of rubble, deep water or thick vegetation, is considered Difficult Ground. A model whose base is even partially within Difficult Ground suffers Impaired Movement.
Impassable Terrain
Scenery elements that are too solid, tall or dangerous to traverse are categorized as 'impassable'. Impassable terrain cannot ordinarily be moved through – the model must find another way around. Players must decide at the start of the game whether impassable terrain can be landed upon (by a flying or teleporting character, or by grappling up with a batclaw, for instance), or whether they are off limits.
Jumping
If a model's movement is blocked by a gap of more than 1" (such as the sharp drop between two rooftops), it may continue its movement by Jumping. Immediately apply Impaired Movement to the model. If it has enough Basic Move Distance remaining to reach the other side of the gap (in a position where its base will fully fit), then it may do so, and continue on its way.
Climbing
If a model contacts an obstacle that is taller than 1", but potentially traversable (such as a wall, chain-link fence, crashed truck, etc.), or wishes to climb down from a raised position to a lower level, they can attempt to continue moving by Climbing.
Immediately apply Impaired Movement to the model. Then, measure both vertically and horizontally to the desired position – if the model can reach a suitable end point without exceeding its Basic Move Distance, move it to the new position. If the model cannot reach the new position, but you wish to Climb anyway, the model automatically Falls – place the model at the foot of the scenery piece, as closely aligned to the point from which it fell as possible, and consult the Falling rules, below.
Falling
A model may fall from an elevated position as a result of a misjudged Climb attempt, or because it is pushed from a ledge by a special rule. A model may also voluntarily fall, by moving off the edge of a platform that is higher than 1" from the level below. Sometimes, given the choice of staying in a safe position or falling, a player may choose to fall after jumping, as it's the fastest way down!
When a model falls, remove the model and place it on the next lowest level, as closely aligned to the position from which it fell as possible. If the area directly below is occupied or impassable, or it is simply too difficult to place the model due to the size of its base, try to move the least possible elements as small a distance as possible to place it, otherwise place it as close as possible to the spot where it should have fallen. If there are several possible positions, the active player should decide between them.
Measure the total distance the model has travelled during the action (from the point where it started the Movement action, to the end point of the fall).
- If the distance travelled is less than the model's Basic Move Distance, it will not suffer any damage.
- If the distance travelled is greater than the model's Basic Move Distance, it will suffer two Injury Damage markers (see Damage, page 34).
- If the distance travelled is at least double the model's Basic Move Distance, remove the model from the game as a Casualty.
Remember that, if the model has suffered Impaired Movement during the activation, its Basic Move Distance will be reduced accordingly.
[Example: This model has a basic movement of 8". It wants to jump to the lower floor. Because of the jump he loses 4" because of Impaired Movement. The distance to the yellow arrow is 4". So then, it starts to fall until the lower floor. That distance (the orange arrow) is 7". Because it doesn't double the movement of the model (4" because it suffers Impaired Movement due to being Jumping), it suffers two Injury Damage markers. If it continues to the ground level, it is removed as a casualty because the distance is greater than 8".]
Stand Up
If a model has been knocked down, it can stand up when performing a Movement action. It may continue its movement as normal, but standing up always counts as an Impaired Movement.
Tactical Actions
During its activation, a model can perform a single Tactical action from the following:
- Attack
- Manipulate
Tactical actions are mutually exclusive – even a model that can perform more than one action cannot perform both an attack and a Manipulate action in the same activation, unless a special rule permits otherwise (like Inspire).
Attack Actions
There are two main types of attacks a model may perform: a Melee Attack (with or without a weapon) or a Ranged Attack (performed with a ranged, or 'missile', weapon).
A model may only attack using one of these types during each activation – it cannot make both a ranged and a close combat attack in the same activation, unless it has a special rule that allows otherwise.
The Rule of 1 and 6
When performing any attack roll, either melee or ranged, a natural result of 1 on an attack die will always be a failure. On the other hand, a natural result of 6 will always be a success. ('Natural result' means the number rolled on the die before any modifiers are applied).
Melee Attack
To attack an enemy in melee, your model must be in contact with the enemy model, unless the weapon has a special rule that specifies otherwise. Then, take a number of D6 equal to the model's Attacks skill value (these are the attack dice), plus one D6 of a different color (the Strength die). If there are multiple enemies in combat, the attacking model can freely distribute its dice among all eligible targets (including the Strength die). The allocation of dice has to be decided before rolling them.
Roll the dice. Each attack die that scores equal to or greater than the target's Defense is a Hit.
Melee Modifiers
When performing a Melee Attack, the following modifier may apply. Note that additional modifiers may be imposed by special rules. All modifiers are cumulative unless stated otherwise.
- Outnumbered: A model targeted by a Melee Attack that is in contact with more than one enemy model suffers a -1 penalty to its Defense characteristic for each enemy model after the first (so, if the target is in contact with three enemy models, it suffers a -2 Defense penalty and also rolls 2 fewer dice during the Defense Roll).
The Defense Roll
When a model is attacked in melee, it may attempt to defend itself by rolling a number of dice equal to its Defense skill. For each die that equals or beats the attacking model's Attacks skill value, the target cancels one successful hit. The only exception is any hit scored by the Strength die – these cannot be blocked by any means.
Melee Weapons
Most models in the game carry some kind of weapon, whether it's a knife, a lead pipe or a police nightstick. Melee weapons are easily identified by their lack of RoF and Ammo values. Weapons usually provide a model with a higher chance to hit, and/or the chance to inflict more Damage on its target. Whatever combination of weapons the model is using, both the Damage it inflicts and the special rules it confers will be listed on the character card.
If a model has a choice of weapons, it must choose one of them when making an attack.
Some weapons can modify or replace the Strength characteristic of the bearer. For example, the special rule 'Heavy', applied to some melee weapons, grants +1 to the Strength die roll when performing the attack.
Unarmed: Additionally, a model may always choose to attack Unarmed, or be forced to do so by a special rule. When attacking unarmed, a model can only inflict Stun Damage markers for each successful hit.
[Example weapon profile: Poisoned Knife – Injury Damage icon / — / — / SHARP / POISON.]
Effort
Sometimes, the only way to beat the toughest foe, or survive the most punishing attack, a character must dig deep and go beyond their normal limits. In the Batman Miniature Game, this is represented by the Effort rule.
A model can make an Effort when attacking or defending in melee, and sometimes to trigger some special traits or actions (see below).
To make an Effort, a model voluntarily receives a number of Stun Damage markers up to their Effort Limit. In exchange, that model may:
- Add one attack die per Stun Damage marker to its Melee Attack.
- Remove one attack die per Stun Damage marker from an enemy's Melee Attack when it is the target of the attack (up to the maximum dice allocated to that model).
- Perform a special rules or trait that requires Effort as 'payment' to activate (such as Power Armor). In this case, simply add Stun Damage markers to its character card and then use the rule.
- Force a target to roll one less die than usual when a special ability requires it to perform a Skill roll (to a minimum of 1D6). For example, if you target a model with the Hypnotize trait and it would normally roll 4 dice for its Willpower roll, you may spend 2 Effort to force the target to roll only 2D6 instead. (Note, if an ability targets multiple models, only one die per model is affected for each Stun Damage marker received.)
If the model cannot spend the Effort (because its Effort Limit is reached, it has insufficient Willpower, or another rule prevents it), the model will not be able to carry out that action.
Note: To make an Effort during melee, the Stun Damage markers must be received by both the attacker and defender before any dice are rolled. The defender (target) must declare whether they are making an Effort first; then, the attacker may declare.
These markers count towards the model's Stun Damage threshold, but making Effort does not count as being damaged for the other rules purposes. A model may not receive Stun Damage markers if it would result in the model becoming KO. For example, a model with a Willpower value of 7, which already has 6 Stun Damage markers on its character card, will not be able to make any more Effort.
[Example: Batman's attack value is 5 (He rolls 5 attack dice plus a 'Strength die'). The Thug makes 3 Efforts in order to remove three attack dice from the Batman's roll. Batman also decides to make 2 Efforts to add 2 more dice to his attack. His final roll is 4 attack dice (5-3+2) and a 'Strength die'.]
Effort Limit
All models start with an Effort Limit of 3 – this is the maximum amount of Stun Damage markers a model can choose to receive for effort for a single action, ability, attack, or defense improvement. A model reduces its Effort Limit by 1 for every 3 Injury Damage markers on its character card. A model that has its Effort Limit reduced to 0 cannot make Effort, even if it has enough Willpower to do so.
Ranged Attack
To attack at range, your model must carry at least one ranged weapon (see below), and meet the following criteria:
- The target must be within line of sight.
- The weapon must have at least 1 Ammo remaining.
- The attacking model must not be in contact with an enemy that is not KO.
Select one weapon from those available. When a model performs a Ranged Attack, take a number of dice equal to the weapon's RoF value (the attack dice). In addition, roll a single D6 of a different color (the Strength die). If there are multiple eligible targets, the attacking model can freely distribute its dice among them (including the Strength die). The allocation of dice has to be decided before rolling them.
Roll the dice. Each attack die that scores equal to or greater than the target's Defense is a Hit.
Ranged Weapons
These weapons, sometimes called 'missile weapons' are used to attack enemies at a distance. They are typified by two characteristics:
- RoF: 'Rate of Fire' (RoF) is the number of attack dice, or 'shots', the weapon grants when performing a ranged attack.
- Ammunition: A weapon's Ammo value represents the number of magazines a model carries – this is number of times a weapon may be used during the game. If the Ammo value is '-', the weapon can be used any number of times. Every time a model fires a weapon you must use a magazine. A magazine is used for each attack, not per shot. Normally, this will mean that you can spend one magazine per activation, even if you fire two, three or more shots thanks to the RoF of your weapon. If you spend all the magazines, the weapon cannot be used anymore, unless the model finds more magazines. A model cannot carry more magazines than it began the game with (including any extra magazines purchased when forming the crew – see page 49). It is recommended to use markers on the character card to track the number of ammo magazines expended.
In addition, ranged weapons usually replace the Strength characteristic of the model with a Strength value exclusive to the weapon.
Unless a special rule limits how far they can shoot, all ranged weapons have unlimited range.
Ranged Attack Modifiers
When performing a Ranged Attack, the following modifiers may apply. Note that additional modifiers may be imposed by special rules. All modifiers are cumulative unless stated otherwise.
- Move before attacking: If a model performs a Movement action before performing a ranged attack, subtracts 2 dice from the attack roll.
- Out of Effective Range: Some ranged weapons have characteristics that limit their effectiveness depending on the distance to the target, such as the 'Short Range' or 'Medium Range' weapon special rules. A ranged weapon fired beyond its effective range, subtracts 1 die from the attack roll.
- Cover: If the target is partially obscured by scenery, it is in Cover. If any part of a model or its base is obscured by intervening scenery (but it can still be seen), the target claims Cover. A ranged weapon fired at a target in Cover subtracts 1 die from the attack roll.
- Firing Blind: A model can choose to make a blind attack against a target, ignoring the Night rule. Set Line of sight as though the Night rule was not in effect, but subtract 2 dice from the attack roll.
- Dodging: Some special rules such as Dodge or Acrobat, allow the target to evade ranged attacks. These rules typically force an attacker to deduct dice from their attack roll.
[Example: Because Gordon's base is partially obscured by the scenery, the model is in Cover (the attacker deducts 1 attack die from the roll).]
Strength Dice
Every time you perform an attack (of any type), you must add a Strength die to the roll. This is a die of a different color from the attack dice (it is not considered a normal attack die for the purposes of modifiers, Effort, or other effects that reduce the pool of attack dice). The Strength die represents the attack's natural power, making some weapons or abilities far more effective than others.
The Strength die is rolled along with the attack dice, as part of the attack roll. However, the Strength die scores a successful hit if it equals or beats the attacker's Strength value (or the Strength value of the weapon in some cases – see Ranged Weapons, above). A successful hit on the Strength die cannot be avoided in any way, but is otherwise treated as a normal hit.
Some special rules prevent an attacker from rolling the Strength die at all but, once rolled, a successful hit cannot be blocked or negated.
If any effect nullifies the Strength die in an attack or trait that, by default, only rolls the strength die, it is replaced by an attack die.
[Example: A model attacks with a 'Sawed-off Shotgun', which attacks with a template and only rolls the Strength die. The target is wearing the Bat-Armor MkI, whose effect is to remove the Strength die when it is attacked, and it is also in Cover. Since the attack is denied by the target's Armor and the Cover effects, the attacker will roll a normal attack die instead.]
If a rule requires you to remove dice from the attack roll, the type of dice that is removed depends on the attack type:
- For Ranged Attacks, the Strength die is always removed first.
- For Melee Attacks, the Strength die cannot be removed unless the rule specifically requires it.
Critical Hits
If, when performing an attack, the Strength die scores a natural result of 6, you have scored a Critical Hit (or CRT for short): in addition to scoring a successful hit, the target suffers the Knocked Down effect (see Special Traits).
Many weapons and/or special actions have different critical effects (represented on the weapon profile with 'CRT', followed by the effect name) – for example, the TASER lists the CRT: Stunned special rule. When this happens, the listed effect can be applied instead of Knocked Down – the player must choose one critical effect to apply the target.
Knocked Out (KO)
When a model receives a number of Stun Damage markers equal to or greater than its Willpower value, it is Knocked Out, or KO. Place a KO marker on the model's character card – it remains in the KO state until it can Recover (page 36).
A model that is KO:
- Cannot be activated (and therefore cannot perform actions), but it will have a chance to recover during the Recount phase at the end of each round.
- Cannot defend itself or use special traits.
- Suffers a -1 penalty to its Attack, Defense and Special skills.
- Does not count as being 'in contact' for the purposes of effects such as outnumbering, or preventing a model from performing a Ranged Attack, etc.
A model cannot be KO and Knocked Down at the same time. If it is KO, it will lose the Knocked Down state, and cannot be Knocked Down again while it has a KO marker.
When a model is KO, each time it receives any kind of damage through attacks or effects received, it must add an additional Injury Damage marker for each hit.
[Example: A model with Claws achieves two successful hits against an enemy who is Knocked Out. Normally, each hit would cause one Injury Damage and one Stun Damage marker, but since the enemy is KO, each hit instead causes two Injury Damage and one Stun Damage marker, meaning the two hits inflict two Stun Damage and four Injury Damage markers in total.]
Remember, if at any time a model accumulates an amount of Injury Damage markers equal to its Endurance, the model must be removed from the game immediately as a Casualty.
Damage Markers
Each time Damage is inflicted on a model, one or more Damage markers will be added to the target's Character Card.
There are two kinds of Damage markers: Stun Damage and Injury Damage. One kind or the other (or sometimes both) will be applied depending on the model and/or the weapon which inflicted the Damage.
When Stun and/or Injury Damage markers are inflicted to a model and it exceeds its Willpower and/or Endurance value, the damage is considered inflicted, but the exceed is discarded.
Manipulate Actions
Of course, while most of the action in Gotham's streets will involve moving and fighting, that's far from all there is to it. The Manipulate action allows you to interact with elements of the game beside other models, and has various uses. Commonly, you'll use the Manipulate action to:
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Place Suspect Markers: By performing a Manipulate action, a model can place a Suspect marker in contact. Suspect markers are points of interest on the tabletop, such as clues, or strategic positions. You cannot place a Suspect marker inside or within 2" of your own deployment zones, or within 4" of another friendly Suspect markers.
Note: A player cannot have more than 8 Suspect markers into the gaming area at the same time.
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Reveal Suspect Markers: A Suspect marker can be removed from the gaming area by a model in contact, using the Manipulate action. This action is called Reveal.
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Use Sewers: A model can Manipulate a Sewer marker to enter the sewers (more on this later).
Additionally, there are various rules, special traits and scenario conditions that may ask you to use your Manipulate action to activate. In those cases, Manipulate also counts as the model's Tactical action for the activation (so a model cannot activate a Trait using the Manipulate action, and then attack in the same activation, for example).
Special Actions
The third category of action available to your models is the Special action. These do not have standard rules, but instead encompass the many and varied abilities possessed by the heroes and villains of Gotham.
A model's traits may require the expenditure of a Special action to use. These will be marked in the traits compendium and on the character card with the Special action icon, to differentiate them from those traits that do not require the expenditure of an action, or which are passive (always in effect).
Extra Actions
As a result of some effects and traits, your models may receive 'extra actions'. These are actions that may be taken in addition to those normally permitted during a model's activation.
If a rule specifies the type of extra action (for example, 'you have an extra Manipulate action'), you must only take the extra action if it of the specified type. If the type isn't specified, you can choose any type of action, even if the model repeats the same type of action during its activation (by attacking twice, for example).
Recovery
At the end of each round, during the Recount phase, all models that are not Knocked Out remove one Stun Damage marker from their character card.
After recovering your non-KO models, you can try to recover your Knocked Out models by taking an Endurance roll for each one. Remember that a model's Special skill suffers a -1 penalty for being KO, so reduce the number of dice used for the Endurance roll by one. If the roll is unsuccessful, the model will remain KO. If it passes the roll, remove one Stun Damage marker, and replace the KO marker on the character card with a Knocked Down marker. The model will remain Knocked Down until it is able to Stand Up in its activation.
Recovering Earlier in the Round
If a model recovers from KO outside the Recount Phase (because of an effect or special trait, for example), it cannot activate in the same round that it recovers. Note that, if a KO model removes Damage markers for any reason (for example, it is healed by a model with the Medic trait), then if the amount of Damage falls below its Willpower value, it automatically recovers – no Endurance roll is required, but the model still may not activate that round.
The Road to Victory
Now that you know how to set up and play the Batman Miniature Game, it's time to answer the all-important question: How do you win?
Objective Cards
In this game, the crews of Gotham City fight each other relentlessly, but not aimlessly. Rather than just becoming embroiled in mindless violence, each crew has very specific objectives, and seeks to fulfil them while preventing their rivals from achieving their own goals.
In the Batman Miniature Game, this is represented with Objective cards. When forming your crew, you must choose 20 Objective cards (see page 43 for more on how to choose your cards), and form them into a deck.
These cards have a double function:
- They can be played as Objectives (as the name suggests). Once you meet the requirements for the Objective, these will give you valuable 'victory points' (VPs), which determine whether you will win or lose the game.
- They can be played as a Resource – a temporary bonus or tactical boost that can offer an advantage to one or more models in your crew.
Elements of an Objective Card
The elements of an Objective card are:
- Name. A descriptive title of the card.
- Crew Icon. This icon specifies which crew(s) can include the card within its objective deck. If it has no symbol, it is a general card and can be included by any crew in its deck.
- Number of Copies. Indicates the number of copies of the same card that should be included in your Objective deck. So, a card whose number of copies is (3) indicates that, if you decide to include this Objective card in your deck, you must include 3 copies of the same card, or not include it at all. Thus, we distinguish between single cards (1 single copy) and multiple cards (more than one copy).
- Objectives. The Objective Card can be used in two different ways during the game. One of them is, naturally, as an Objective. This text represents an Objective to be met by your crew, complete with several requirements. When you complete all of the requirements listed here, play this card and receive its Victory Points.
- When to Play. This tells you when the card can be played as an Objective: During the Take the Lead phase (I); during Raise the Plan phase (II); during the Execute the Plan phase (III); or during the Recount phase (IV).
- When to Score. This specifies the phase in which the card's Objective requirements must be checked for its scoring requirements: As soon as the requirements are met, instantly; at the end of the current round; or in a special way, expressed in the card's own text.
- Resource. An Objective card can be used in two different ways during the game. One of them is as a Resource. This text represents an extra benefit that you can get by playing this card from your hand. Playing the card in this way doesn't provide you with Victory Points.
- Resource Points Cost. Indicates the amount of Resource Points that it costs to use the card as a Resource.
[Example card: Comb Through Everything. Objective: Reveal an enemy Suspect marker. Additionally, when you score this Objective, you may draw 1 additional Objective Card, then you must discard one of them. Resource: When the opponent Reveals one of your Suspect markers, you may place one Suspect marker for free in contact with a friendly model. The chosen model cannot be the closest one to the enemy that Revealed it.]
Using Objective Cards
At the start of the game, shuffle your Objective cards and form an Objective deck, face down, on your side of the table. Leave some space next to the deck for cards that have been played.
During the game, you'll encounter a variety of terms that tell you how to use the cards, as follows:
- Discard: If an effect asks you to discard an Objective Card, choose a card from your hand and place it on the bottom of the Objective deck (face down).
- Remove: If an effect asks you to remove an Objective card, remove the card from play completely – it cannot be used for the rest of the game.
- Use as Objective: If the card is played from the hand as an Objective, place it next to the board, face up. When it is time to use it (this may be immediately, although some cards will specify when precisely it can be used), and if the Objective requirements are met, the card is left face up in a separate pile called Accomplished Objectives.
- Use as Resource: In order to play a card from your hand as a Resource, you must be able to pay its Cost in Resource Points. Once a Resource has been resolved, place the card face up in a separate pile, called Spent Resources.
At the beginning of the game, before deploying your models, draw four Objective cards to form your hand. You may discard once any number of these, and redraw the same number of cards you discarded until you have four cards in your hand again.
Now, take 3 Resource Point markers, and place these near to your Objective deck. These markers are used to pay the cost of using an Objective card as a Resource. Whenever you want to play a card using the effect of its Resource text, you must first expend a number of Resource Points equal to the card's Resource cost.
When several Resource cards must be used at the same time, always resolve them in reverse order to how they were played (so the most recent Resource to be played from a hand is resolved first, and the first to be played is resolved last). A card that is used as a Resource is discarded at the end of the Recount phase.
During the Recount phase, return any spent Resource markers to your pile (so that you have 3 points again, ready for the next round).
To play a card as an Objective, take the card from your hand and show it to your opponent. Unless it must be scored instantly, place the card face up by the side of the game board. Check the When to Score criteria – at the specified time, check if all the requirements of the card have been met. If they have, add the specified number of VPs to your running total, and place the card face up on your Accomplished Objectives pile. If the requirements have not been met, Discard the card instead (unless it is [instant-scoring icon]).
At most, during a model's activation (yours, or an opponent's), you can play a single card as a Resource and a single card as an Objective. Outside the Execute the Plan phase, you may play as many cards as you like. The only exception is that you may never play more than one Objective card with the same Name simultaneously.
If two players play a card at the same time, and their effects collide or negate for any reason the effect of the other, the card with a lower number of copies is resolved first. If both are the same, the active player's card will be resolved, and if not, the card of the player who had the Initiative will be resolved.
Each time an Objective card leaves your hand, for whatever reason (whether it's been played, discarded, or something else), after resolving the effect you must draw the same number of cards from the Objective deck until you have the same number of cards you had before the card left your hand. If for any reason, at any time you have more than four cards in your hand, Discard as many cards as needed until you have four again.
If a card that has already been played cannot be resolved (because its Resource effect can no longer be applied, or the Objective requirements have not been met, for example) Discard the card.
At the end of the Recount phase you may Discard an Objective card from your hand (and, of course, draw a new one). Before drawing the replacement card, shuffle your Objective deck.
End Game and Victory Points
The game ends:
- At the end of the Recount phase of round 4.
- At the end of any round in which one of the crews has no models to activate after the recoveries (because all their miniatures are KO or have been removed from the game).
When the game is over, the player with the highest number of Victory Points is the winner.
Forming the Crew
So you know how to play, and how to win – all you need now is a hard-bitten crew of Gotham City characters to take to the streets and fight for you! In this section, we show you how to choose a crew and prepare for action.
Reputation Limit
First of all, players must agree on the amount of Reputation (or Rep) each of them can spend on their crew. Typically, both crews will be of an equal Reputation value. The 'standard' Reputation limit for most games is 350, which offers a balanced game that you can play in less than an hour and a half. For quicker games, try 150 Reputation. For longer games with a larger number of models, we recommend a limit of 450 Reputation.
Once you have decided on the size of the game, you can start choosing your crew's models. Remember that the sum total of the models' Reputation values can never exceed the established Reputation limit (although it can be lower).
The Boss and Affiliation
The first model to choose, and the most important, is your Boss. This is the character who will be in overall command of the crew during the scenario. The Boss must be chosen from those models with the Leader rank or, if there are no Leaders, from those with the Sidekick rank. Once the Boss has been selected, place the Crown marker on their character card as a visual reminder.
The rest of the models in the crew must be of the same Affiliation as the Boss (at least one of their Affiliation icons must match that of the Boss). A model with the 'Unknown' Affiliation can be included in any crew.
Boss Special Rules
The following special trait is automatically applied to the Boss:
Inspire: All models with the Henchman rank that begin their activation within 8" of the Boss gain an extra Manipulate action.
When a Boss is removed from the game, you can designate any other model as your new Boss – hand that model the Crown marker. However, the range of the replacement Boss's Inspire ability is reduced to 4".
Rank
All models in the game have one of the following ranks: Leader, Sidekick, Free Agent, Henchman, Vehicle.
The rank affects the configuration of your crew as follows:
- You may only include one Leader.
- You may include one Sidekick. However, if you don't select any Leader models, you may choose a second Sidekick.
- You may include one Free Agent.
- You may include any number of Henchmen, but no more than one with the same Name.
- You may include a single Vehicle.
For every 150 points over 350 Rep (and part thereof) your crew may include one additional Free Agent and Vehicle. So, if you play a game of between 351 and 500 Reputation points, you could include 2 Free Agents and 2 Vehicles in your crew.
When a model has more than one rank listed on its character card, the player chooses which Rank applies when forming the crew. For example, Talia Al Ghul might choose not to occupy the Leader position in a League of Assassins crew, even though she has the Leader rank. Because she has both the Leader and Sidekick ranks, she can be chosen as a Sidekick instead.
Note that, during the game, models with more than one rank still count as having all of them for the purposes of any special rules or Objective conditions, even though only one was used during crew formation.
Equipment and Funding ($)
'Funding' is the total budget to spend on equipment (and some models) for your crew, usually expressed as a dollar value ($).
For every 150 Reputation or part thereof, you receive $500 of Funding. So, in a 100-Rep game, you have $500 to spend; in a 300-Rep game, you have $1000; in a 460-point game, you have $2000, and so on. This total amount of funding is sometimes called a 'stash'. $ from your stash are spent on equipment (and some models) for your crew.
If a model in your crew has a Funding ($) value, then this value is deducted from the total amount of Funding available to you. Not all models have a Funding value, and, therefore, not all models reduce the Funding of your crew.
[Example: Agent Barsad is a Henchman with a funding value of $600 and a Reputation of 38. If you choose him in a game of 350 Reputation points, the total available Funding is reduced by $600 ($1500 - $600 = $900).]
Once you have chosen all the models you can up to the game's Reputation limit, and deducted their Funding value from the stash, any remaining $ can be spent on additional equipment for the Henchmen of your crew. For the full list of the Equipment available to your crew, check out the free Compendium at www.knightmodels.com.
Forming Objective Decks
Just as important as creating a strong crew, establishing the Objective deck can be key to victory. In this section we look at deck-building in the Batman Miniature Game.
When building an Objective deck, there are four main rules:
- The deck must contain 20 cards.
- The deck cannot include more general cards (with no Affiliation icon) than cards unique to your crew.
- No more than half the cards in the deck can be single cards (those cards that do not have multiple copies).
- You may not include multiple cards with the same Name, except where the card clearly instructs you to include several copies. In this case, you must include the number of copies specified, no more or less.
In addition, some models can add additional Objective cards to the deck. These differ from the rest in that they have a subtitle beside the card Name, in addition to a rank icon. These cards may be included in the deck in addition to the normal 20 cards, as long as:
- The subtitle matches the Name or Alias of a model in your crew, and
- The rank icon matches the rank of that model.
Prepare the Game
Once you've gathered your crew and cards, it's time to set up a game. In the Batman Miniature Game, play is structured around scenarios – a framework for the game, which provides information on where and how to deploy models, along with any special rules or criteria for the coming battle. Pick a scenario, then follow the setup steps below.
- Game Board and Scenery
- Urban Furniture
- Deployment Zones
- Events (Optional)
- Draw & Mulligan Objective Cards
- Deploy Crews
Game Board and Scenery
Once the scenario has been selected, players should place their scenery on the game board in a mutually agreeable fashion (or use the alternating placement method, page 10). To make an attractive-looking game, consider the theme of the scenario, and the crews involved – for example, your board setup might represent Joker's Funhouse, the Bowery District, the interior of the Monarch Movie Theater, the graveyard of Gotham Cathedral, and so on.
Once the scenery is placed, take a moment to be sure that neither player is disadvantaged by the positioning of scenic elements, and that both players are clear about what every piece of scenery counts as in terms of Difficult Ground, climbable and impassable scenery, small obstacles, and so on.
Finally, perform an Initiative roll (a D6 roll-off, as described on page 21). This does not dictate the first round of the game, but instead determines who has 'setup initiative' for the remainder of the pre-game sequence.
Urban Furniture
At this step, players place several items of street furniture – streetlamps and Sewer Markers – which not only enhance the look of the gaming area, but also have important in-game effects.
Streetlamps
Each player takes two 30mm Streetlamp markers. Beginning with the player with setup initiative, take it in turns to place these markers on the game board. No Streetlamp marker can be placed within 8" of another Streetlamp, and no closer than 2" to any board edge.
Streetlamp markers illuminate an area with a 4" radius from the edge of their base, using the Lights rule (page 18). They can be the target of attacks, but it is not necessary to make an attack roll to hit a streetlamp – simply declare an attack following the normal rules (the Streetlamp marker is treated as a model for these purposes, and must be a viable target), then remove the marker from the game.
Sewer Markers
Each player takes two 30mm Sewer markers. Beginning with the player with setup initiative, take it in turns to place these markers on the game board. No Sewer marker can be placed within 8" of another, and no closer than 2" to any board edge.
Enter and Exit the Sewers: To enter a Sewer, a model in contact with the Sewer marker must perform a Manipulate action. Remove the model from the gaming area and immediately place it in contact with another Sewer marker. The model cannot be moved further in this activation. Each model can enter a Sewer only once per round.
Deployment Zones
The player with initiative collects all the Encounter cards face down in a deck, shuffles them, and draws a card. The card displays a diagram, or setup map, of the game board, including several areas where the players must set up their models (marked A and B, respectively). These are the 'deployment zones'. The player with the initiative decides in which zone they will deploy their crew (A or B); the opponent takes the other zone.
In addition, the Encounter Card may specify additional conditions regarding the deployment of models (see below), which must also be applied.
[Example Encounter card: Showdown. Deployment condition: The first group to be deployed must only contain models with the Leader, Sidekick and/or Free Agent rank. This is the only way it could end.]
Deploy Crews
The players should now divide their crews into two groups, with an equal number of models in each group (or as evenly as possible if the crew contains an odd number of models). The player with setup initiative deploys one of their groups in their chosen deployment zone. The opponent then places one of their groups in their deployment zone. Next, the first player deploys their second group, and finally the opponent does the same.
Models must be placed wholly within their own deployment zones. If there is more than once friendly deployment zone, models within groups may be separated between them as their player sees fit. In some cases, models are able to deploy after all other deployment is finished (due to traits such as Hidden). These models are not counted as part of the crew when dividing up the models into the two groups. If both players have models to place in this manner, alternate their placement, beginning with the model with setup initiative.
Events (Advanced Rule)
The use of Event cards is an optional step. These cards add an extra dimension to the scenario ahead, making it even more thematic, exciting and tactical.
The player with the initiative collects all the Event cards face down in a deck, shuffles them, and draws a card. This card adds a special rule to the scenario, which remains in effect for the entire course of the game.
[Example Event card: Heavy Rain. At the start of each Round, the player with Initiative must roll a D6. On a result of 4+, all Ranged Attacks (for all models) roll 1 less die until the end of the Round.]
Draw Objective Cards
Each player now draws their hand of four Objective cards from their Objective deck. Once this is done, players can Discard any number of cards from their hand, and draw that same number of cards until they have four in their hand again. See page 39 for more on the Objective deck.
Final Thoughts
The Batman Miniature Game is living, breathing game, ever-expanding and evolving with new characters, rules and gaming material. It should be remembered that character cards and special rules always take precedent over the 'standard' rules presented in this rulebook, never the other way around.
While every effort is taken to cover every eventuality, in a game with such a wide and varied source of miniatures, characters, and effects, unexpected conflicts can occur, and changes sometimes become necessary. To this end, be sure to visit knightmodels.com regularly to find the latest Frequently Asked Questions and Errata documents, as well as the up-to-date free Compendium of special rules.
With that, you are ready to fight your own battles for Gotham City. Whether you're on the side of justice, or of villainy, we wish you the very best of luck. May your dice ever roll sixes, and the Dark Knight always answer your call…
Compendium
This section is the official Batman Miniature Game 3rd Edition Compendium (v1.4), published by Knight Models and transcribed in full, as the rulebook states that the Compendium is used together with it. Icon glyphs (Bat-Symbol, Affiliation, Attack/Defense/Movement marker and Effort icons) that do not survive text extraction are shown in square brackets.
Special Modifiers
It's important to differentiate between three types of modifiers:
- + X Ex. Attack: Means that the model gains a + X to the character characteristic.
- + X dice of Ex. Attack: Means that the model gains X extra dice when attacking (but the attribute is not modified).
- + X to its Ex. Attack roll: Means that the model gains an X bonus to the results of its Attack dice (it doesn't modify its attribute or the number of dice that it rolls).
Special Traits
Traits provide models with various special rules. These are an exception to the basic rules and always take precedence over them where there is a conflict. In order to benefit from a trait, the model must, of course, possess it (it will be listed on the model's Character Card). Additionally, some traits require you to spend a Special action to activate the ability – these will be denoted clearly by the appearance of the Bat-Symbol ([Bat-Symbol]).
When a model activates a trait, it only benefits from that trait's effect during its own activation, unless otherwise specified.
Finally, if a trait affects friendly models within a certain range, the model using the trait is also included, unless otherwise specified.
One Use Only
Many traits contain these sentences at the beginning of their description. This simply means that the model may use this trait only once per game, once per round...
(Once per round, once per game)
Doses
Several traits contain the keyword 'Dose'. This simply means that the model can use the trait once for each Dose it possesses. For example, if a model has 2 Venom Doses, it can use it twice during the game. Each time a model gains a Dose, it may use the ability one more time if the model is able to do so. A model may only use one Dose per round.
Keywords
Some traits (such as Cop and Criminal) don't have any special rules at all – these are known as 'keywords'. Other rules and traits reference these keywords, but they don't do anything on their own.
Dodging
A model that benefits from this rule may make an Effort to reduce the attack dice from a Ranged Attack that targets this model.
Special Markers
Some of the traits and other special rules in this compendium grant one or more special markers to a model. These represent various temporary bonuses. If a model receives more than one special marker of the same type, the effects are cumulative. Markers must be used and discarded the first time the model performs the action of the specified type.
- Attack Marker [Attack icon]: A model with one or more [Attack icon] markers gains one extra attack die in its next Melee Attack action for each marker it possesses. A model cannot have more than 3 [Attack icon] markers at any one time.
- Defense Marker [Defense icon]: A model with one or more [Defense icon] markers gains one extra die to its next Defense roll for each marker it possesses. A model cannot have more than 3 [Defense icon] markers at any one time.
- Movement Boost Marker [Movement icon, + 2]: A model with a + 2 marker adds a number of inches to its basic move distance for its next Movement action, equal to value on the marker. These markers aren't cumulative, when a model receives a marker with a higher value, it replaces the lower value marker.
- Movement Penalty Marker [- 2 icon]: A model with one -2 marker deducts a number of inches from its basic move distance for its next Movement action, equal to the value on the marker, to a minimum of 0. These markers aren't cumulative, when a model receives a marker with a higher value, it replaces the lower value marker.
Note that Movement Boost and Movement Penalty markers counter each other (so a model with a +6" from boost marker and -4" from penalty marker would gain a +2" bonus to its next Movement action).
There are also markers known as Numeric Counters, that markers contain ever a number between the 1 and 6. It cannot be increased below 6, but can reach 0, when it happens, the Numeric Counter is removed.
The Traits
All of the special traits in the game to date are collected here, in alphabetical order for ease of reference. Sometimes newer models possess new and unique traits that have not yet appeared in the compendium – simply use the rules on the character card for now.
A Challenge for You
Every time your crew places a Suspect, you must place a Numeric Counter on it. You decide the number on the counter, unless a card or ability specifies the number. These Numeric Counters cannot be reduced below 0.
Absolute Power
If this model is your crew's Boss, you can hire Henchmen with the Cop trait, regardless of their Affiliation. In addition, this model doubles the range of its Inspire rule.
Acrobat
This model gains +1" to its basic move distance. It does not suffer Impaired Movement for Jumping, or for Stand Up actions. Models with Acrobat can use the Dodging rule.
Adaptable
At the beginning of the Raise the Plan phase, the player controlling this model must choose between the Attack (+1), Defense (+1) or Movement (+2) basic skills. The model receives the bonus to the chosen skill until the end of the round.
Addict
This model suffers -1 to its Attacks and Defense skills unless it uses a Dose. As soon as the model uses a Dose, the penalties cease to apply until the end of the round.
Affinity (Model)
This model may be recruited by any crew that also includes the model named in parentheses, even if they would not ordinarily be permitted to join that crew. This model may treat its rank as Free Agent for the purposes of forming the crew (but cannot use the Free agent rank during the game). Recruiting this model does not allow a further use of the trait (if, for example, another character has an Affinity to this model).
Agent of Chaos
When friendly models within 4" of this model activate, they may take an Audacity marker from a friendly model that is yet to activate.
Agent of Order
Friendly models within 4" cannot lose Actions because of an opponent's rules.
Light Radiance
When this model uses the Medic trait it affects all friendly models within 2".
Aggressive Schizophrenia (Mental Disorder)
If this model is in contact with another model (friend or foe) at the beginning of its activation, it gains an extra Attack action, which must immediately be performed against one model in contact. Once this attack is resolved, this model may continue its turn normally.
Agile
This model can't suffer Falling Damage. However, if the result of the Fall is to remove the model from the game, it is still made a Casualty.
Air Combat
If this model uses the Batclaw trait or Falls during its activation, then for the remainder of the activation it gains a +1 bonus to its attack and Strength rolls, and triggers CRTs on a natural roll of 4+ when performing Melee Attacks.
Air Support
Place the Explosive template anywhere on the board. During this round, the area under the template is under the effect of Lights.
Alpha
This model's Attacks and Defense skills cannot be reduced below 4 by any means.
Always on the Move
This model can interrupt its Movement action to perform an Attack action, and then continue with its Movement action. The model must have enough actions available to use this trait.
Amazon
This model receives a +1 bonus to its attack and Defense rolls. In addition, enemy models roll 1 less attack die when targeting this model.
Amazon Lineage
If this model is your crew's Boss, you can only recruit models with Affiliation: [Amazon icon].
Amazon Princess
This model automatically gains the Charge trait. However, targets of this model's Charge incur a -1 penalty to their Defense rolls. While this Upgrade Character Card is added to Wonder Woman, she cannot use the Bracelets of Submission trait or the Lasso of Hestia weapon, and does not benefit from the effects of her Magic Shield.
Amphibious
This model does not suffer Impaired Movement when moving through Difficult Ground elements that are considered water (i.e. rivers, swamps, canals, ponds, etc.). Players should agree on what counts as a water feature before the game begins. In addition, this Model can enter a Sewer without performing a Manipulate action.
Anger Management (Mental Disorder)
When performing a Ranged Attack, this model must always select the closest model in line of sight, friend or enemy, as the target.
Animal
This model gains a bonus of +2" to its basic move distance. When it moves, it can ignore obstacles up to 2" high, but cannot Climb or Jump. If this model suffers the Fire effect, during the Recount phase (before resolving the effect) make a Willpower roll (which cannot be rerolled). If this roll is failed, the model cannot move in the following round. This model cannot purchase equipment.
Anxiety (Mental Disorder)
This model gains +2" to its basic move distance, but must perform a Movement action during its activation if the model can do it.
Archie
This model is not deployed as normal at the start of the game. Once per game, at the start of the Raise the Plan phase of any round, you may place this model anywhere on the table (not inside a building or within a similarly enclosed space).
Arkham Asylum Doctor
All friendly models with a Mental Disorder trait within 4" of this model gain 1 extra Tactical Action.
Arrest
When in contact with a KO enemy model (not a Vehicle), this model may immediately remove the KO model from the game as a Casualty.
Arrogant
When this model performs an Attack against a model with a lower Reputation cost than its own, it rolls one less attack die.
Arsenal
After deployment, this model may equip up to one Hands equipment card, and one Back equipment card. These cards cannot be equipped in any other way, and cannot be cancelled by an opponen.
Assassin X
If this model removes an enemy model as a Casualty, you may pick 1 Objective card from the Spent Resource pile with a maximum Victory Points value of X, and then add that card to your hand.
Assistance
While a friendly Robin (Boy Wonder) is in play, this model gains +1 Willpower. If a friendly Robin (Boy Wonder) is removed as a Casualty, this model gains +1 Strength until the end of the game.
Atomica
When this model attacks an enemy model (not a Vehicle), the enemy model must pass a Willpower roll before any attack dice are rolled. If it fails, it suffers -1 Defense until the end of the round.
Attorney's Allegation [Special action]
One Use Only. All friendly Henchman within 8" gain 1 extra Action.
Autorepair X
At the beginning of the Recount phase, this model rolls 1D6. On a result of X+ remove a Damage marker (any type) from this model.
Aversion X
This model cannot be included in the same crew as the specified model.
Backpack
This model can perform a Reveal Manipulate action once per activation without spending an Action.
Bat-Armor Mk I
Enemy models don't roll a Strength die when attacking this model.
Bat-Armor Mk II
This model ignores enemy Strength dice unless the roll is a natural 6. In addition, this model gains +1" to its basic move distance.
Bat-Armor Mk III
Enemy models don't roll a Strength die when attacking this model. In addition, if this model has moved this activation, it can make Melee Attacks against enemies up to 2" away in line of sight (ignore all traits that improve the model's line of sight, such as Total Vision, for the purpose of these attacks).
Bat Cape
This model does not take Damage, nor can it be removed as a Casualty, as a result of Falling.
Batclaw [Special action]
Once per round, this model gains +6" to its basic move distance, and can move in any direction (including vertically). When using this ability, the model can move over obstacles and Difficult Ground without penalty. However, the model cannot use this rule in two consecutive activations.
Some models list this trait as 'Grapple Gun', and others as 'Batclaw'. The rules are the same in both instances – the distinction is just for fun!
Batman Lives
This model may perform an extra Movement action at the start of its activation if no enemy models have LoS to it. When in contact with a KO enemy model that does not have Affiliation: [Bat-Symbol], this model may remove it as a Casualty by spending a Special Action.
In addition, when this model is included in your crew, you can also include a model with Name: William Cobb (ignoring its Affiliation), but if you do so you may not include any model with the Free Agent rank unless it also has Affiliation: [icon].
Batman's Tumbler
This model can neither Jump nor Climb. When the Upgrade Card becomes disabled, you can immediately exchange this Upgrade Card with the Batman's Batpod Upgrade card.
Bat-Signal [Special action]
One use only. This model can use this trait to place a friendly model (not KO or Knocked Down) with Alias: Batman in contact with itself. Until the end of that round, this model is considered Illuminated.
Bipolar (Mental Disorder)
At the beginning of this model's activation, roll a die or flip a coin. If the result is even/heads, this model may make 1 Effort this round without taking a Stun Damage marker. If the result is odd/tails, this model suffers the Enervating 1 effect.
Biting
Enemies within 6" that wish to perform an Action must first suffer the Enervating 1 effect. If they already have Enervating, they must instead increase their Enervating value by 1.
Blood Scent
When targeting a model with at least 1 Injury Damage marker with an Attack, this model gains +1 to its attack dice rolls, +1 to the Strength roll, and gains the Bleed 1 effect.
Bloodthirsty (Mental Disorder)
During the Raise the Plan phase, if this model has at least 1 Damage marker of any kind, it gains +1 Attack marker.
Boosted Jump
One use only. During this model activation, place this model within 8" of its start position.
Bluff [Special action]
Choose an enemy model within 6" and line of sight. The target reduces its Attacks skill by 1 until the end of the round. If multiple models with this trait target the same model, the effect is not cumulative.
Bodyguard
If a friendly model with the Leader or Sidekick rank within 4" of this model and LoS suffers any number of hits from an Attack (of any kind), this model may make an Effort to take the hits instead, and all the effects of that attack. Only one Effort Stun Damage marker is required per enemy Attack.
Bonebreaker [Special action]
Until the end of the round, this model's unarmed attacks gain Bleed: 2.
Boom!
Each time this model receives any damage, roll a D6 – on the natural score of a 6, this model explodes! Alternatively, during its activation, you may choose to make this model explode. When the model explodes, center an Explosive template on it. Roll a Strength 3+ die against each model affected. On a success, the model suffers two Injury Damage markers and one Stun Damage marker. After resolving the explosion, remove this model as a Casualty.
Born in the Darkness
When this model is not within the area effect of a Light source, it gains a +1 bonus to its Defense rolls, and enemy models cannot benefit from the Sneak Attack trait when targeting this model.
Boss's Orders [Special action]
All friendly Henchmen that attack an enemy model within 8" of this model gain +1 to their attack dice rolls in close combat until the end of the round.
Bot Bomb [Special action]
Choose one of your models with the Bot trait to explode. Center the Explosion template over the bot. Roll a Strength 4+ die against each model affected. On a success, the model suffers two Injury Damage markers. Once the trait is resolved, remove the Bot as a Casualty.
Bot
This model cannot recover from KO or recover Stun damage in the Recount phase. However, attacks with the Firearm, Mechanical and Beam rule deduct 1 attack die when rolling against this model. In addition, this model cannot use Doses of any kind, and is immune to the Enervating, Hypnotize, Poison, Scared and Terror effects.
Bot Mechanic [Special action]
Target a model with the Bot trait within 4" and Line of Sight. Remove up to 3 Damage markers from that model.
Boy Wonder
Enemy models cannot reroll attack dice against this model granted by the Handy rule.
Bracelets of Submission
The first time this model is selected as a target by an enemy ranged attack in each round, it reduces the attacker's RoF by -1.
Brutal
This model scores Critical results on a natural roll of 5 or 6.
Bullet Time [Special action]
One use only. After activating this trait, if this model performs a Ranged Attack, it gains an extra Ranged Attack action. The model cannot use the same ranged weapon more than once. This model doesn't lose attack dice this round for firing after moving.
Bulletproof Vest
Traits and attacks with the Firearm rule deduct 1 attack die when rolling against this model.
Business Agent
When this model is recruited, add $350 to the crew's available Funding.
Canary Cry [Special action]
Place the Spray template in base contact with this model – all models affected receive one automatic hit with the Sonic special rule. Affected models must pass a Willpower roll or take one Injury Damage marker and become Stunned.
Cannibal
When this model removes an enemy model (not a Vehicle) as a Casualty in Melee, remove up to 2 Damage markers (any type) from its character card.
Can You Solve This? X
Once per round, this model may move up to 4" a suspect marker within 4" during its activation by rolling a +X result in a die roll.
Carry
If this model passes within 2" of one or more friendly models during a Movement Action, it may make an Effort and target one of those models and place it in base contact at the end of the move. The chosen model cannot have the Large or Huge traits. The target model suffers Impaired Movement during its next activation unless it is Damian Wayne. This model cannot use the Carry trait in two consecutive activations.
Catcher Gear
Enemies attacking this model never benefit from the Heavy weapon special rule.
Chain of Command
When its crew's Boss becomes a Casualty, this model immediately becomes the new Boss, taking the Crown marker. This model does not halve the range of the Inspire trait when taking over as Boss. If more than one model in the crew has this trait, or another trait with the same effect (such as Hidden Boss) the controlling player must choose between them.
Chill Touch
Unarmed Melee Attacks made by this model deal one Injury Damage marker and gain CRT: Cooled.
Chaotic Friends
Friendly models with the Gotham City Siren trait in this model's crew gain the Unpredictable rule until the end of the game.
Charge [Special action]
This trait must be activated before the model moves during its activation. During a Movement action this activation, this model may only move in a straight line. Roll 1 Strength die for each model contacted during this move, inflicting two Stun Damage markers. Any other damage the model could normally inflict is ignored.
Charismatic
A crew that includes this model can recruit 1 additional Free Agent, ignoring the usual restrictions.
Charm
Whenever this model becomes the target of a Melee Attack, the attacker must pass a Willpower roll or the attack automatically fails.
Chlorokinesis [Special action]
This model can be removed from one point inside of a Plant's action zone, and placed at another point in the same action zone.
Claws
This model's Unarmed attacks inflict one Injury Damage marker and one Stun Damage marker.
Clay Body
This model automatically gains the Charge trait. In addition, this model is immune to the Steal effect and gains -1 to its Endurance rolls. All ranged attacks against this model convert Injury markers to Stun markers, unless the attack had the Cold or Freeze effects. Conversely, when this model is targeted with an attack with the Electric special rule or Discharge effect, all Stun markers are converted to Injury markers. In addition, at the start of each of this model's activations, it may exchange its attached Upgrade card for a different one.
Climbing Claws
This model never suffers Impaired Movement when Climbing. In addition, the model may end its movement at any point on a climbable surface, such as on the side of a wall. Make the model's end position clear to the opposing player if it is not possible to physically place the model there.
Cloak of Bats
Enemy models can only see this model if it is in contact with them. This ability works even when the model is within the area of effect of a Light. However, the model is still subject to other rules that aid detection, such as Total Vision or Night Vision, etc. This model can be affected by templates, but cannot be targeted directly. Also, when an enemy model enters contact with this model, or this model enters contact with an enemy model, that model must take a Willpower roll: if the roll is failed, the model suffers the Scared effect.
Close Combat Master
When fighting Unarmed, this model may reroll failed attack dice in Melee.
Combat Flip [Special action]
This ability may be used when the model is in contact with an enemy. Move this model up to 3".
Combo: (Weapon)
For every two successful hits in its attack roll while using the specified weapon or trait (before the enemy rolls to defend), this model gains an additional hit.
Commissioner
Friendly models with the Arrest trait within 6" of this model can use that trait as an extra action.
Concealment [Special action]
Until the end of the round in which this ability is used, enemy models can only see this model if it is in contact with them. This ability works even when the model is within the area of effect of a Light. However, the model is still subject to other rules that aid detection, such as Total Vision or Superior Sense of Smell, etc. This model can be affected by templates, but cannot be targeted directly.
Confusion [Special action]
Target an enemy model (not a Vehicle) within 8" and line of sight. Perform an opposed Willpower roll against the target. If successful, reduce the target model's Attack and Defense skills by 1. Also, the target cannot perform Special Actions. Both effects last until the end of the round.
Contractor
This model may treat its rank as [Rank icon], but if it does so its Affiliation changes to [Affiliation icon]. In addition, if this model is recruited as the Boss, all models in the crew with the Veteran trait also gain Assassin 2.
Control Pheromones [Special action]
Choose an enemy model (not a Vehicle) within 5" and line of sight. The target immediately suffers the Hypnotize effect.
Cool Under Fire
A crew that includes this model gains +1 Resource Point each round. Also, when a friendly model with the Veteran trait (not Bane himself) activates within 8", remove one Effect from that model.
Competitive
This model gains +1 to Attack, Defense and Willpower while there is at least one other friendly model in play with this trait.
Computer Intrusion [Special action]
This model may choose up to 2 Suspect markers within 8" and move them up to 2".
Cop
Keyword.
Corrupt
If this model is included your crew, you can recruit up to 3 Henchmen with the Cop trait. Additional models in the crew with this trait have no further effect.
Counter Attack
When targeted by a Melee Attack, this model can make an Effort to activate this trait. For the remainder of the activation, when this model successfully defends against an enemy Melee Attack, this model gains one Counter Attack for every attack blocked. Once the enemy attack is resolved, assuming this model is not KO or a Casualty, each Counter Attack is converted into an automatic hit against the attacker, calculated as per this model's preferred Melee Weapon. These Counter Attacks are resolved immediately, out of sequence. After resolving the Counter Attacks, play resumes as normal.
Countermeasures
This model gains one of the following bonuses at the start of each activation, until its next activation: gain the Stealth trait; gain the Night Vision trait; or ignore the Anti-tank rule.
Cooperative Fighting
When targeting an enemy with a Melee Attack that is already in contact with another friendly model, this model inflicts 1 additional Stun Damage marker for each hit that inflicts damage.
Court of Owls Crew
This crew can only hire models with the Affiliation: [Court of Owls icon].
Coward's Reward
If this model it not KO when an enemy model moves out of contact from this model, that enemy suffers one Injury Damage marker.
Criminal
Keyword.
Criminology
All enemy models within 12" of this model lose the benefit of the Runaway trait.
Critical Strike [Special action]
After activating this trait, any Melee Attacks performed by this model automatically treat the Strength die as scoring a natural 6. No die is rolled, but the success is counted.
Cruel [Special action]
Choose a KO enemy (not a Vehicle) in contact. That model is removed from play as a Casualty.
Cybernetic
This model gains +1 to its Defense rolls, and can reroll Recovery rolls.
Cyclops
This model's ranged attacks gain the Imprecise rule when the target is more than 8" away.
Daddy's Girrrl
If this model starts its activation within 6" of the Boss, its gains +1 Attack marker.
Deadliest Man on Earth
The target of this model's attacks cannot be changed (for example, by use of the Bodyguard trait).
Deadly Strike [Special action]
Once this trait is activated, this model gains CRT: Casualty on its Melee Attack Actions for the rest of the round.
Dealer
During the Recount phase, if the opponent scores an Objective, you may take an Objective from behind your Plot card, and score it immediately, ignoring the usual rules.
Death Marks
When this model inflicts a Casualty, it gains +2 Attack markers or +2 Defense markers or +4 Movement Boost markers.
Death or Exile [Special action]
Target one KO model (not a Vehicle) within 8" and line of sight. The target model is removed as a Casualty.
Death Pack
If the target of this model's Melee Attack is already in contact with one or more other friendly models with this trait, this model gains a +1 bonus to its attack dice rolls, and one extra attack die against that target.
Defensive Stance
This model ignores the penalties for being Outnumbered in combat, and chooses the direction when it is Pushed.
Delirium
In the Recount phase, this model does not recover Stun Damage, and cannot take rolls to Recover from KO.
Demon
Enemy models roll 1 less attack die when targeting this model. In addition, this model never reduces its Effort Limit for accumulated Damage.
Demon Curse
At the beginning of the Take the Lead phase, if there are no models in contact, roll 2D6 for this model and add the results together. For each friendly model removed as a Casualty in the game so far, add +2 to the result. On a result of 11+, place a friendly Etrigan model within 4" of this model, then remove this model from play.
Demoralize [Special action]
All enemy Henchmen within 6" suffer the Enervating 1 effect.
Demotivate [Special action]
Target a model within 8" and line of sight. That model must pass a Willpower roll or immediately suffer the Enervating 2 effect.
Desensitized
This model doesn't suffer KO through accumulated Stun Damage. Instead, once it has accumulated Stun Damage equal to its Willpower, any additional Stun Damage automatically becomes Injury Damage instead.
Detective
This model may place or reveal a Suspect marker within 3" and LoS instead of in contact.
Detective Mode
This model does not suffer the Blind effect and can see through Smoke.
Detonate [Special action]
Target a Suspect marker within 8". Center an Explosive template on that marker. Roll a Strength 3+ die against each model affected. On a success, the model suffers one Injury Damage marker and one Stun Damage marker. Remove the Suspect marker.
Devastating Blow [Special action]
Once this trait is activated, this model gains a +1 Strength die roll bonus and Bleed 1 on its Melee Attack Actions until the end of the round.
Dimensional Portal [Special action]
Remove this model and place it up to 12" away. At a cost of a Movement Action (If it has one left to spend), this model may choose one friendly model within 2" before it is removed – the target model is also removed, and placed in contact with this model in its new position. After being placed, this model ends its activation. Any model that was placed with it counts as having moved during its activation, and its Basic Move Distance is 0 for the rest of the round. A model cannot use this trait in two consecutive activations.
Direct Connection to the Speed Force
This model may reroll the Paradox roll.
Dirty Fighter
This model can perform Ranged Attacks even if it is in contact with enemy models. If it uses a ranged weapon to target an enemy model in contact, it gains +1 to its attack dice rolls.
Dirty Money
If this model is the Boss, its crew has an extra $300 Funding.
Disappearing
Once per round, when this model becomes the target of an enemy attack, this model can move up to 4" before the attack is performed. If this means the enemy could no longer target this model, it can choose a different target.
Disarray [Special action]
Target an enemy model within 8" and Line of Sight. If that model has an Audacity marker, you can move the marker to another enemy model within 8" that has yet to activate, and does not already have an Audacity marker.
Discharge [Special action]
After activating this ability, the next ranged attack this model performs this round inflicts 1 additional Injury Damage marker per hit and costs 1 additional Ammo.
Discourage [Special action]
Choose an enemy model (not a Vehicle) within 8" and line of sight. Perform an opposed Willpower roll against the target. If successful, the target model suffers -2 to its Willpower value when performing a Willpower roll until the end of the round.
Disguised Sneak Attack [Special action]
Target a model within 2". Perform an opposed Willpower roll against the target. If successful, the target cannot take Defense rolls or make Efforts against this model's Attacks until the end of the round.
Disruptor [Special action]
Target one enemy model within 8" and line of sight. The target cannot use ranged weapons with the Firearm or Beam rule this round.
Distort Magic [Special action]
Make an Effort to active this trait. When the trait is activated, choose any point on the tabletop within 4" of this model. Until the end of the round, this model can cast spells as though it was located at that point.
Distract [Special action]
Target one enemy model within 4" and line of sight. The target reduces its Defense skill by -1 until the end of the round. If multiple models with this trait target the same model, the effect is not cumulative.
Disturb [Special action]
Target an enemy model within 8" and line of sight that is yet to activate this round. Make an opposed Willpower roll against that model. If successful, you may look at the opponent's Objective card hand, and Discard one of the cards.
Divination
This model can use Divination Spells. In addition, once per game the model can reroll one die – you don't need to accept the second result, and instead may choose between both.
Divine Magic
This model can use Divine Magic Spells. In addition, once per game this model can spend 1 Magic Point (MP) during its activation to remove 1 Damage marker from its Character Card.
Dodge
This model can use the Dodging rule.
Dollotrons
When you recruit Professor Pyg, you must also recruit three Dollotron models, at no additional Reputation cost.
Drag
If this model passes within 2" of one or more friendly models during a Movement Action, it may make an Effort and target one of those models and place it in base contact at the end of the move. The chosen model cannot have the Large or Huge traits. The target model suffers Impaired Movement during its next activation. This model cannot use the Drag trait in two consecutive activations.
Drop a Riddle [Special action]
If you have played during this round at least 2 Objective cards as Resources, place a Suspect or a Riddle marker within 4" of this model.
Duelist
While in contact with only one enemy model, this model may reroll failed attack dice rolls in Melee.
Duke of Duality
When this model scores an Objective card, flip a coin or roll a D6: if the result is 'heads' (or an even number) draw an additional card. If the result is 'tails' (or an odd number), Discard an Objective card at random before drawing a new card.
Echolocation
This model does not suffer the Blind effect and can see through Smoke. In addition, this model may see at any distance, limited only by line of sight and intervening scenery.
ECM
All Light sources within 6" of this model are nullified (effectively illuminating an area of 0").
Ectokinesis
This model can use Ectokinesis Spells. In addition, once per game this model can spend 1 MP during its activation to reroll its Attack and Strength dice rolls against models with the Incorporeal trait.
Electric Handshake [Special action]
Choose a model in contact. The target model must pass a Willpower roll or suffer the Stunned effect.
Electric Storm [Special action]
Center the Explosive template on this model. Roll a Strength 3+ die against all models affected by the template (except the attacking model itself) with Damage of two Stun Damage markers.
Eldritch
This model can use Eldritch Spells. In addition, once per game during its activation, the model gains +1 to its Attacks value until the end of the round.
Elite: X
Your crew can only include 1 Elite model of each type, unless you also include the Elite Boss: Type.
Elite Boss: X
If your crew includes a model with this trait, you may include any number of Elite models of the same type as the Elite Boss (following the normal restrictions for forming a crew).
Elusive
When targeted by a Ranged Attack, this model may make an Effort to force the attacker to reroll one attack die.
EMP
This model rerolls failed Strength die rolls against models with the Cybernetic, Bot or Robot traits, and against models with the Vehicle rank.
Enemies of the Court
While this model is in play, if any of your models removes an enemy as a Casualty, you may pick one Objective card from the Spent Resources pile and add it to your hand.
Energy Field
Roll 1D6 for each hit this model suffers from a Ranged Attack. On a result of 5+, the hit is ignored.
Enhanced Vision
This model can see at any distance and ignores the Concealment trait. In addition, the model is immune to the Blind effect.
Escape Artist
After resolving an enemy attack against this model, as long as it is not made KO or a Casualty, it may immediately move up to 4".
Evidence Tampering
When this model Reveals an enemy Suspect marker, it may place a friendly Suspect marker in contact with it first. Then, remove the enemy Suspect marker as normal.
Exhaustive Planner
One use only. When the opponent plays an Objective card as a Resource, this model can cancel that card's effect. The opponent must immediately Discard the card.
Exorcism
This model can use Exorcism Spells. In addition, once per game during its activation but before casting any Spell, this model can spend 1 MP to add +1 to the result of all Magical tests until the end of the round.
Expendable
When this model is removed from the game as a Casualty, you may draw an Objective card.
Experimental Ammo
This model can't Manipulate Ammo Crates.
Expert Marksman
This model gains a +1 bonus to its attack dice rolls when performing Ranged Attacks.
Note: This trait is also called Ranged Master on some character cards.
Exploit the Weakness
When a friendly model with the Assassin trait within 8" of this model makes an attack, the target reduces its Effort limit by -1 for the duration of that action.
Explosive Gel [Special action]
Once per activation, this model may mark a Streetlamp, Sewer or Suspect marker in contact as being sprayed with Explosive Gel (use a spare token or dice to remind you). In any subsequent activation, this model may use a Manipulate action to destroy any number of marked items. Center an Explosive template on each chosen marker, and roll a Strength 3+ die against each affected model. Any model hit suffers two Stun Damage markers. Then, remove that marked items from the game.
Extended Limbs [Special action]
This model can perform Melee Attacks against models up to 3" away as if they were in contact.
Extremely Mutated
This model cannot buy more than one item of Equipment.
Fast
This model gains +2" to its basic move distance.
Feint [Special action]
Target a single enemy model in contact with this model and take a Willpower roll. If the roll is successful, the target can't make an Effort against this model's attacks this round.
Feral (SPECIAL)
Once this trait is activated, this model's Melee Attacks this round gain a +1 bonus to attack dice rolls, and gain the Pinned Down effect.
Ferocious
This model's Melee Attacks gain the Push effect.
Fire Immunity
This model cannot be affected by the Fire effect.
Flak Armor
This model is immune to Damage caused by hits with the Explosive and/or Expansive rules.
Flaming Wave [Special action]
Center the Explosive template on this model. Roll a Strength 3+ die against all models affected by the template (except the attacking model itself) with one Injury Damage marker and the Fire effect. After the use of this trait is resolved, this model receives one Stun Damage marker.
Flare
One use only. Make the entire gaming area count as being under the effect of Light until end of round.
Fly [Special action]
Once per round, this model may add +8" to its basic move distance, and can move in any direction (including vertically). When using this ability, the model can move over obstacles and Difficult Ground without extra cost or penalty.
Flying High [Special action]
One use only. This model may add +20" to its basic move distance, and can move in any direction (including vertically). When using this ability, the model can move over obstacles and Difficult Ground without extra cost or penalty.
Follow Me! [Special action]
Choose a friendly Henchman within 4" of this model (but not the activated model itself). That model gains a +4" Movement Boost marker.
Football Gear
Enemies attacking this model never benefit from the Sharp and Heavy weapon special rules.
For the Family
If a friendly Carmine Falcone within 4" and LoS of this model suffers any number of hits from an Attack (of any kind), this model may make an Effort to take the hits instead and all the effects of that attack. Only one Effort Stun Damage marker is required per enemy Attack. This trait can't be used against attacks from a model with Name: Selina Kyle.
Force Field [Special action]
Target friendly model in contact benefits from Cover until the end of the round, even if it is not behind Cover.
Fully Equipped: This model can purchase any equipment listed for Jason Todd even if it comes from a different crew's equipment list.
Funny Bomb [Special action]
Center the Explosive template over this model. This is resolved as an Explosive Ranged Attack, rolling a Strength 3+ die for each affected model – on a successful roll, the model receives one Injury Damage marker and one Stun Damage marker. Once this action is resolved, remove this model as a Casualty.
Gas Jumper [Special action]
This model adds +6" to its basic move distance, and can move in any direction (including vertically). The model can move over obstacles and Difficult Ground without penalty. All models within 4" and LoS of this model at the end of the Movement action suffer Poison and Enervating 1, with the Gas effect. When this trait is activated, this model may perform Melee Attacks against models within 3" instead of only in contact, until the end of the round.
Gas Mask
This model ignores Damage and effects caused by any Attack or trait with the Gas special rule.
Genius [Special action]
Once per round, this model can remove an Audacity marker from one friendly model, and give it to another friendly model that is yet to activate.
Get 'Em [Special action]
One friendly model within 8" and line of sight of this model gains +2 Attack markers.
Ghost
This model has the Invulnerability 1 and Incorporeal traits. Its Incorporeal trait is always active, and never has to be activated by spending an Action.
Goad [Special action]
Target one enemy model (not a Vehicle) within 8" and line of sight, and take an opposed Willpower roll against it. If you succeed, you may move the enemy model up to 4", following all of the usual Movement rules. During this movement, you cannot force the target to Fall.
Good Aim [Special action]
This model can move and fire (or fire and move) when using a weapon with the Aim weapon special rule. In addition, the model gains +1 to its attack dice rolls with Ranged Attacks until the end of the round.
Gotham City Siren
One use only. Target another friendly model with this trait within 4" – the target gains +2 Attack markers or +2 Defense markers.
Grand Strategist
While this model is in play and not KO, you gain +2 Resource points.
Grapple Gun
See Batclaw.
Greed
This model cannot contribute to or fulfil criteria for Objective cards that award VP for inflicting Damage, making models KO, or removing models as Casualties.
Green Magic
This model can use Green Spells. In addition, once per game this model can spend 1 MP to remove 2 Damage markers from its character card.
Green Travel [Special action]
One use only. Remove this model and immediately place it up to 20" away. A model may not perform a Movement Action in the same round that it uses Green Travel.
Green Web [Special action]
Target friendly model with the Plant trait within 8" of this model immediately performs an Attack action.
Grin Twins
This model gains +1 to Attack, Defense and Willpower while there is at least one other friendly model in play with this trait.
Gunman [Special action]
After activating this trait, if this model performs a Ranged Attack, it gains an extra Ranged Attack action.
Hacking [Special action]
This model may move up to 2 markers within 8" up to 4".
Hallucination [Special action]
This model can use this trait to place a friendly model (not KO or Knocked Down) with Alias: Bat-Mite in contact with itself.
Handyman
This model can make an extra Manipulate action during its activation. Also, this model can use a Manipulate action in contact with a model with the Vehicle rank to remove up to 2 Damage markers from it.
Hard Guys
If this model is your Boss, friendly Henchmen that attack with Brass Knuckles or Reinforced Gloves may re-roll failed Strength die rolls.
Hardened
Once per round, when this model suffers Damage, it can choose to change the Damage type of up to 1 Damage marker received.
Hates: Crew/s
This model can never be Included in the specified crew/s.
Hates Humanity
This model cannot be affected by friendly models' traits.
Hazard Armor
This model ignores the Poison, Toxic and Fire effects. In addition, enemies roll 1 less attack die when targeting this model.
Heavy Armor
Enemy models roll 3 less attack dice when targeting this model.
Heir to the Cowl
When forming your crew, if there is no model with the Alias: Batman (any version) in the same crew, this model changes its rank to [Leader rank icon].
Henchman Bomb [Special action]
One use only. This model may choose one friendly Henchman model and center an Explosive template on it. This is resolved as an Explosive Ranged Attack, rolling a Strength 2+ die for each affected model, and inflicting three Injury Damage markers on a successful roll. After resolving this attack, the chosen Henchman is removed as a casualty.
Heroic [Special action]
Target any one friendly model on the board. That model can perform 1 extra Action this round.
Hidden
After both groups of both crews are deployed, this model may be deployed anywhere on the gaming area. If both sides have Hidden models, start with the player with setup initiative. This model must be placed out of line of sight of all enemy models if possible, or at least 12" away from enemy models that can see it. If this is not possible, this model must be deployed in the usual deployment zone.
Hidden Boss
When its crew's Boss becomes a Casualty, this model immediately becomes the new Boss, taking the Crown marker. Increase this model's Willpower by +1 for the rest of the game. In addition, this model does not halve the range of the Inspire trait when taking over as Boss. If more than one model in the crew has this trait, or another trait with the same effect (such as Chain of Command) the controlling player must choose between them.
Hidden Plans
Unless a friendly Boss is within 8" of this model (or this model is the Boss), friendly models does not inflict additional damage for attacking K.O. models. If this model is the Boss, when you score an Objective card other than for making enemies models KO or Casualty, you gain 1 Resource point.
Hidden Sniper [Special action]
Select a target that this model can see, and that is also within 12" of any board edge. The target receives a Ranged Attack, ignoring Cover. This attack has RoF 1, Damage of two Injury Damage markers, and the Firearm rule.
Hockey Gear
Enemies attacking this model never benefit from the Sharp weapon special rule.
Hold Breath
When performing a Ranged Attack, this model may spend any Attack markers it has to gain a +1 bonus to the attack dice rolls, and increase the natural score required for a Critical Hit on the Strength die by 1 for each marker spent (so, if the model spends 2 markers, it gains +2 to hit and scores a CRT on a 4+ instead of a 6). In addition, in any activation in which this model does not perform a Movement and Attack action, it may immediately gain up to 3 Attack markers, but suffers the Enervating X effect (where X is equal to the number of markers it gains).
Homo Magi
This model counts its Willpower value as 1 point higher when taking Magical tests.
Hover
At the start of this model's activation, you may place a Hover marker on the character card until the end of the round, to show that it is in Hover mode. While a model is in Hover mode, it can only be hit in Melee on a natural result of 6. A model with a Hover marker cannot benefit from the Cover rule and cannot perform the Manipulate action.
Huge
This model ignores up to 2 Stun Damage per enemy Attack.
I Believe in Harvey Dent
If this model is the Boss, friendly Henchmen must roll a die or flip a coin at the start of their activation. If the result is even/heads, that model gains 1 free Effort until the end of the round. If the result is odd/tails, it suffers Enervating 1.
I Know What I'm Doing
One use only. This model can ignore the result on the Paradox table. The Speed Power still fails.
I'm Batman
After all other models have deployed, this model deploys anywhere on the gaming area. When it deploys, all models within 2" must pass an Endurance roll or become Knocked Down. In addition, once per game, this model may reroll a Strength die.
Iceberg Lounge
If this model is your Boss, one of your Henchmen may purchase a single Equipment option at double Funding cost from another crew list when configuring the crew. This does not include Equipment that requires the inclusion of a specific model to purchase.
Ice Flash [Special action]
Select a target model within 10" and line of sight. The target must pass an Endurance roll, or become subject to the Cooled effect. If the target passes the Endurance roll, it still suffers -1 to its Defense skill until the end of the round, and the Slow 2 effect.
Immortal
Removing this model as a Casualty cannot fulfil the requirements of an opponent's Objective card.
Impetuous
If this model Attacks the model that was closest to it when it activated, it gains 2 additional attack dice, but suffers -1 to its Defense skill until the end of the round. If two or more enemy models are equally closest, attacking either of them will trigger this trait.
Incorporeal
This model is immune to Stun Damage until the end of the round. In addition, the model can move 'through' other models and scenery as though they weren't there, but still cannot end its move overlapping another model or inside solid scenery.
Informer
As long as this model is not KO, the crew gains one additional Pass on Activation.
Inspire
All friendly Henchmen that start their activation within 8" of this model gain 1 extra Manipulate action.
Inspire Fear [Special action]
Target an enemy model (not a Vehicle) within 4" and line of sight. The target must take a Willpower roll. If this roll is failed, consult the following chart:
- Fails by 1-2: Target suffers the Scared effect.
- Fails by 3-5: Target suffers the Scared, Terror 1 and Slow 2 effects.
- Fails by 6 or more: Target is removed as a casualty.
Instinctive Shooting
In the round in which this trait is activated, this model's ranged weapons don't lose dice for moving before attacking.
Intel Support
This model cannot be the target of an attack, and does not suffer effects or damage inflicted by traits. When an enemy model removes 1 of your Suspects, this model takes one Injury Damage marker. When this model would be removed as a Casualty, remove all the damage from its character card and remove the model from the gaming area. In any subsequent Raise the Plan phase, you may reduce your Audacity markers by 1 during that round to return this model to play, placing it anywhere on the gaming area.
Interrogation
When this model scores at least 2 hits with a Melee Attack, this model or another friendly model in play, may immediately make an extra move of 4" or place a Suspect marker.
Intimidate [Special action]
Target an enemy model (not a Vehicle) within 8" and line of sight. For the rest of the round, the target cannot perform Special Actions and loses a die when performing Willpower rolls.
Intimidation [Special action]
Target an enemy model (not a Vehicle) within 8" and line of sight. The target must pass a Willpower roll or be unable to perform Melee Attacks this round.
Invaluable
When this model becomes a Casualty, the opponent gains 1 Resource point.
Invulnerability (X)
This model is immune to the CRT: Casualty effect. In addition, the first 'X' Damage markers received by this model during each round are ignored.
It's Mine
Enemy models cannot Reveal your Suspect markers while the marker is within 2" of this model.
I Will Break You
When you recruit this model, choose one of the following options:
- Bane gains +3 Extra Venom Doses and may apply them to a friendly model within 4" during his activation.
- Bane gains Exhaustive Planner and +1 Willpower.
- Bane Gains Close Combat Master.
Joker's Gas [Special action]
All other models within 4" and LoS suffer Enervating 1 and the Poison effect, with the Gas rule.
Joy for the Victory
Friendly models within 8" gain +1 to their Willpower value while performing Willpower rolls. In addition, friendly models within 8" that score an Objective card during their activation may immediately move up to 2".
Judgment
When this model makes an enemy model KO, flip a coin or roll a D6: if the result is 'heads' (or an even number) remove the enemy model as a Casualty.
Juggernaut [Special action]
When this model completes a Movement action you may Push all models in contact 2" (no hits are required). In addition, this model gains +1 to its attack dice rolls against models contacted in this way this round.
Jump Up
Whenever this model would suffer the Knocked Down effect, it may first immediately make an Effort to remove the effect.
Kaos Agent
All Henchmen in this model's crew gain the Trickster trait for the duration of the game. You do not have to place all of your Audacity Activation markers during the Raise the Plan phase (or any, if you wish). Instead, whenever a friendly model with the Trickster trait activates, you may give it one of your remaining Audacity Activation markers.
KaPow!!! [Special action]
Until the end of its activation this model's Melee Attacks gain +1 to attack dice rolls and Blunt 3.
Kevlar Vest
Whenever this model takes Damage from an enemy attack or special rule, reduce the total number of Damage markers it receives by 1, to a minimum of 1. You may choose which marker is ignored.
Kill Them! [Special action]
Target a friendly Henchmen within 4" of this model (but not the activated model itself). Target model gains +2 Attack markers.
Kite
While performing a Move action, this model increases the maximum distance it can move by 2" for each Suspect within 4" (measured once at any point during the Move). In addition, this model can move in any direction (including vertically) over obstacles and Difficult Ground without extra cost or penalty.
Kobra Armor
Once per round, this model may make 1 Effort to gain 1 [marker icon] marker.
Kryptonian (X)
A model with this trait gains a number of rules determined by the trait's level (X), see below.
- 1: Fast, Invulnerability/1, Natural Immunities.
- 2: Fast, Invulnerability/2, Natural Immunities, Super Jump.
- 3: Fast, Fly, Invulnerability/3, Natural Immunities.
- 4: Fast, Fly, Invulnerability/3, Natural Immunities, Tough Skin.
- 5: Fast, Fly, Hover, Flying High, Invulnerability/4, Natural Immunities, Tough Skin.
- 6: Fast, Fly, Hover, Flying High, Invulnerability/5, Natural Immunities, Tough Skin.
If the game is affected by the Day rules, the Invulnerability rule is improved by +1 and all the levels gain the Regeneration trait.
Kryptonite
While a model with this trait is within 4" of a model with the Kryptonian trait, the Kryptonian model loses the Invulnerability and Regeneration traits (if they possess them).
Lantern
A model with this trait can activate it at any time during its activation. The model counts as a Light source with a radius of 2" until the end of the round.
Large
This model ignores up to 1 Stun Damage per attack suffered.
Laser Sight [Special action]
Target one model in line of sight. The target counts as being under the effect of Lights until the end of the round, or until the target moves or changes its current position.
Lasso of Persuasion [Special action]
One use only. Target an enemy model within 2". That model suffers the Hypnotize effect.
Leadership
All friendly models within 8" of this model may reroll Willpower rolls.
Lethal Blow [Special action]
Once this trait is activated, for the rest of the round when this model damages a non-vehicle enemy with a Melee Attack Action, the damaged model suffers the Stunned effect too.
Let's Ride [Special action]
Once per round, choose another model within 6" and line of sight. If the target is a friendly model, it gains two Attack markers or two Defense markers. If the target model is an enemy, it immediately suffers the Enervating 2 effect.
Light Armor
Enemy models roll 1 less attack dice when targeting this model.
Living Legend
This model can be activated twice each round. Each activation is independent of the other (and cannot be made consecutively unless there is no other choice). If the model has an Audacity marker, it is only used for one of its activations. In addition, once per round, when a trait specifies this model as a target, you may cancel the use of that trait. A crew that includes a Living Legend loses one Pass on Activation each round (if applicable).
Long Guns
If this model is the Boss, then at the start of the first Raise the Plan phase you may select up to three friendly Henchmen with ranged weapons with the Short Range and Firearm rules. Those weapons replace the Short Range rule with the Medium Range rule for the duration of the game.
Lord of Business
If this model is the Boss, its crew has an extra $500 in its Funding stash. In addition, when a friendly model plays the Valuable Commodities card, you may place an additional Loot marker in contact with another Suspect marker.
Lord of the Sewers
This model may deploy in contact with any Sewer marker. In addition, this model's crew generates 1 extra Sewer marker. Once per game, this model can exit from a sewer and continue moving.
Luck
Once per round, this model may reroll any single die that it has rolled, for whatever reason.
Lunatic Laugh [Special action]
All other models (not Vehicles) within 4" of this model lose 1 Defense die during their next roll.
Magical Power X
All models with this trait can use Elemental Spells. The value 'X' is the number of Magic Points (MP) the model can spend during a round. Each spell costs a number of MPs to cast. At the Beginning of the Raise the Plan phase, the model gains a number of MPs equal to X. At the end Recovery phase, all unspent MPs are lost.
Magic Tattoos
This model is immune to the Steal and Fire effects.
Make Them Perfect
This model's Attack actions gain the Push effect, but the direction of the Push must be directly towards a friendly Professor Pyg model if he is in play.
Manipulative
When this model is in your Crew, you may redeploy up to two friendly models after normal deployment but before the game starts. In addition, at the end of each Raise the Plan phase you may nominate one model to take a Willpower roll. If this roll fails, the target model must be the last model in its crew to be activated that round.
Martial Artist
This model ignores the penalty for being Outnumbered in combat.
Martial Expert
This model causes a Critical on a Strength die natural result of 4, 5, or 6, not just 6.
Master Criminal
All friendly Henchmen with the Criminal trait benefit from a +1 bonus to their attack dice rolls when making Attacks.
Master Fighter
This model gains a +1 bonus to its attack dice rolls when performing Unarmed Melee Attacks.
Master Marksman
This model can reroll failed attack dice rolls when performing Ranged Attacks.
Master of Stealth
When this model is under the effect of the Night rule, it can only be seen by enemies within 6" instead of the usual range. It is still subject to rules that aid detection, such as Lights, Total Vision, etc. When this model benefits from the Sneak Attack trait, it gains +1 to its attack dice rolls.
Mastermind
If this model is in play and not KO, its controlling player gains +1 to the Take the Lead roll.
Mechanical Mount
This model gains +4" to its basic move distance, but can neither Jump nor Climb.
Medic [Special action]
This model may remove up to 2 damage markers from a friendly model in contact (not Vehicle) with at least 1 Damage marker of any kind. If this ability is used to recover a model that is yet to activate that round from KO, the opponent gains a Pass marker.
Meditation X
At the start of this model's activation it may make up to X Efforts. The model gains X Magic Points until the end of the round. These points can exceed the maximum that a model can generate and spend as detailed by the Magical Power trait.
Medium Armor
Enemy models roll 2 less attack dice when targeting this model.
Meet Goliath!
This model can only be recruited in a crew or Team containing a model with Name: Damian Wayne. However, this model can never be recruited to a [Affiliation icon] crew.
This model does not reduce its Effort Limit due to accumulated Damage and it may make 2 free Efforts when performing an Attack, and when Defending.
Menace [Special action]
Enemy models must spend one additional Action (of its choice) to choose this model as the target of an Attack. This effect lasts until the end of the round.
Mental Dominance [Special action]
Once per round, this model may target an enemy model within 4" and line of sight. That model must take a Willpower roll. If it fails, you can perform one Action with that model, out of sequence, temporarily treating it as though it was one of your own models. You may not perform any action that could cause Damage to the target model (such as Falling, or deliberately positioning an Explosive template so it is affected, etc).
Mentoring
This model can only purchase one piece of Equipment. If its crew or Team list contains a Leader or Sidekick with Affiliation: Brave and the Bold, all Injury Damage inflicted by this model is automatically converted to Stun Damage. In addition, this model gains the Boy Wonder and True Love: Bruce Wayne traits, and any model with Name: Bruce Wayne in the same crew or Team gains True Love: Damian Wayne until the end of the game.
Mercenary
You can only recruit this model in a League of Assassins crew if a model with Name: Bane is also included in the crew.
Military Teamwork
A friendly model performing an Attack against an enemy in contact with this model gains +1 to its Attacks skill for the duration of the Attack.
Military Tradition [Special action]
Other friendly models with the Veteran trait within 8" can move up to 2" immediately.
Millionaire
This model's crew gains an additional $400 Funding.
Mind Blast [Special action]
Target a model (not a Vehicle) within 8" and line of sight. The target must pass a Willpower roll or receive two Injury Damage markers.
Mind Control Device [Special action]
Choose a Suspect marker within 8". Target a model within 4" of that Suspect marker. That model immediately suffers the Hypnotize effect. Remove that marker.
Mind Control Substance
When this model is recruited to your crew, friendly models with the Henchman rank cannot have their Willpower value reduced by any means, and during the Recovery phase they recovers automatically from KO.
Mind Trick
After a model within 8" of this model reveals a Suspect, you may move one Suspect in play up to 4".
Mine [Special action]
Convert a Suspect marker in contact with this model into a Mine marker (is still a Suspect marker). When a model moves within 2" of the Mine marker, immediately roll a Strength 2+ die against it. If the roll is successful, the model suffers two Injury Damage markers, and the marker is removed from play. If the roll fails, remove the Mine Marker.
Minion
This model can be hired up to three times in a crew, regardless of its Name.
Mixed Combat Style [Special action]
After this model performs an Attack action it can perform an extra Attack action (of a different type from the first) during the same activation.
Mob
A crew that includes this model may have up to +2 additional Suspect markers in play at any one time.
Mobster
When attacking an Outnumbered model in close combat, this model rolls an additional attack die.
Monitoring Device [Special action]
Until the end of the round, this model gains Total Vision and its ranged weapons gain Remote Controlled.
Moral Compass
This model cannot attack KO models.
Mortal Kiss [Special action]
If this model successfully performs at least 3 hits against a model (not a Vehicle), remove the target model as Casualty.
Mud
Enemy models in contact with this model that wish to move must spend a Special action as well as a Movement action. In addition, this model's attacks gain the Slow 4 effect.
Multifire [Special action]
When using a ranged weapon, this model gains +2 attack dice. The model cannot move in the same round that it uses this ability.
Multitask
This model chooses one of the following options before the game begins:
- Explorer: Gain the Undercover trait and +2 basic move distance.
- Hacker: Gain +1 Willpower. Also gains the Computer Intrusion trait.
- Defender: Gain +2 Endurance. Also gains the Force Field trait.
- Fighter: Gains +1 Attack, +1 Defense and the Claws trait.
Multiverse Teleportation Device
This model may not be deployed as normal at the start of the game. Instead, at the start of the Raise the Plan phase of the second round, place this model anywhere on the board (but not inside a building or similar enclosed space).
My Idol!
This model can only be recruited if a model with the Alias: Zur-En-Arrh Batman is part of the crew. In addition, while a friendly model with Alias: Zur-En-Arrh Batman is in play and not KO, this model gains +1 Willpower.
Narcotic Dose (DOSE)
A model may use a Narcotics Dose at any time during its activation. If it does so, the model gains the Desensitized trait until the end of the round.
Natural Immunities
This model cannot be affected by the Blind, Poison or Steal effects.
Necromancy
This model can use Necromancy Spells. In addition, once per game during its activation this model can spend 2 MPs to inflict one Injury Damage marker on another model in contact, and then remove 1 Damage marker from itself.
Negative Speed Force
While this model is in play, the Speed Force Pool maximum is reduced by 2.
Night Vision
This model ignores the Night rule.
No Mercy!!!
All friendly Henchmen add the Bleed 1 effect to their Attacks.
Non-Lethal Ammo
When this model attacks non-Vehicle models with its ranged weapons, all Injury damage becomes Stun damage.
Objectives? Puzzles Everywhere!!!
A crew that includes this model does not accomplish Objective cards following the normal rules. Instead, when a model that share an Affiliation with this model place a Suspect marker, you must roll 1D3. Place a Number Counter on top of that Suspect marker with an equal value as the roll. At the end of the round, you score Objective cards that shown the same VP value as the Number Counters on top of the friendly Suspect markers. Each Number Counter only accomplish 1 Objective card and then, is removed.
Obsessive (Mental Disorder)
If this model selects the same target for all of its Attacks in a single activation, it gains +1 to the Strength die roll.
Obstinate
Once per round, when this model cannot make an Effort because it has reached the Effort Limit, it gains 1 free Effort. Additionally, this model can make Effort once per round when taking a Willpower roll.
OCD (Mental Disorder)
If this model selects the same target for all of its attacks in a single activation, it gains +1 to its attack dice rolls.
Occultism
This model can use Occultism Spells. In addition, once per game during its activation, the model gains +1 to its Defense value until the end of the round.
Offensive Defense
When this model blocks at least 1 hit from a melee attack, then after resolving the action the attacking model suffers two Stun Damage markers and is Pushed 2" (in a direction of your choice).
One-Armed
This model suffers a -1 penalty to its defense die rolls.
One of the Boys
This model benefits from the Boss's Inspire rule exactly as if it held the Henchman rank.
One Shot Gun [Special action]
One use only. Choose an enemy model within 8" and line of sight. Roll a Strength 2+ die with Damage of three Injury Damage markers, and Bleed 3. This ability is considered a Ranged Attack with the Anti-Tank rule, so all rules, traits and abilities that relate to it are in effect (i.e. Line of Sight, Cover, and traits that affect Ranged Attacks).
Order [Special action]
Target another friendly model within line of sight. The chosen model can immediately place a Suspect marker.
Outlaw Field Commander [Special action]
Choose another friendly model within 4" and line of sight. That model gains +2 Attack markers or +2 Defense markers.
Painful Empathy [Special action]
Transfer up to 2 Damage markers from another friendly model in line of sight (not a Vehicle) to this model. If any Damage markers are moved in this way, this model gains +1 to its Attacks and Defense skills until the end of the round.
Panda Costume
This model must spend an Action (any type) to stand up. This model may do nothing else during that Action.
Paranoid (Mental Disorder)
If this model has at least 1 Damage marker on its character card, then during the Raise the Plan phase it gains a Defense marker.
Penguin Caller [Special action]
If you have less than 3 friendly Explosive Penguins in play you may place an Explosive Penguin within 2" of this model and in contact with a friendly Suspect marker. Then, remove that friendly Suspect marker. For each model with the Animal trait within 4" of this model, add +1" to the distance at which the Explosive Penguin may be placed. Finally, the opponent gains a Pass marker.
Penguin Feeder
Once per activation, this model can restore Ammo Magazines used earlier in the game to friendly models with the Animal trait within 4". Remove 1 friendly Suspect marker within 4" of this model for each magazine restored. In addition, Explosive Penguin models within 4" inflict 1 additional Injury Damage marker when using the Self-Destruct trait. This model's Inspire trait range is improved by +2". However, it cannot benefit from the Protective or Small special rules until this Upgrade is disabled.
Perfect Creations
If a friendly Professor Pyg is removed from the game as a Casualty, all friendly Dollotrons are removed as well. Dollotrons never count towards Objective requirements for being made KO or becoming a Casualty. If a friendly Professor Pyg within 4" of this model and LoS is hit by an Attack (of any kind), this model can make an Effort to take the hit instead, and all the effects of that attack. Dollotrons can only be recruited in a crew that contains Professor Pyg.
Performance
If this model is in play and not KO, enemy models within 6" that wish to perform an Attack, or use Special action traits, must first take a Willpower roll. If they fail the test they suffer -1 to their attack dice rolls until the end of the round.
Personalities
At the end of each Take the Lead phase, shuffle all the Personalities cards and draw one at random. Apply the rules on that card to this model until the end of the round. This model cannot use its weapons unless it draws the Personalities card that allows it. In addition, if the opponent has 5 VP more than you, and/or this model has 3 or more Damage markers, you may draw 3 cards and choose one.
Persuasive [Special action]
At the end of this model's activation, nominate any enemy model in line of sight that is yet to activate this round. That model must be the next to activate. The opponent can't use a Pass to ignore this rule. A model can use this trait once per round.
Pickpocket
This model may perform a Manipulate action to target a KO model in contact. If it does so, immediately follow the rules for the Steal effect.
Planning the Move
All other friendly models with the Gotham City Siren rule in this model's crew gain the Primary Target trait until the end of the game.
Plant
Each Plant recruited to your crew grants you one friendly Suspect marker that may be placed anywhere on the board at the end of the Choose Plot Cards step of the pre-game sequence. Plants are not deployed as usual – instead, during a friendly model's activation, you may place one of your Plants in contact with a friendly Suspect and then remove that Suspect. Always are considered an activable model and inside the gaming area.
- If a Plant gets Knocked Out, immediately remove it as a Casualty.
- A plant may receive an Audacity marker even if it is not in play.
- A Plant's basic move distance cannot be increased by any means.
- Plants have a 4" 'action zone' radius. Within that radius, Plants are able to attack in Melee (no line of sight or contact is needed), and may perform the Manipulate action.
- Plants can only Manipulate to reveal Suspects.
- Plants are immune to the Poison, Knocked Down, Hypnotize and Blind effects.
- When a Plant is removed as a Casualty, it can be placed in play again in a subsequent round with its usual rules, removing all damage and effects suffered previously.
Play Nice!
All friendly Henchmen in this model's crew gain the Bluff trait.
Plead [Special action]
Choose one enemy model (not a Vehicle) within 4" and line of sight. The target must pass a Willpower roll or be unable to attack this model this round.
Poison Immunity
This model is immune to the Poison effect.
Poison Master
Models that perform a roll to resist the Poison effect within 8" of this model may roll 1 less dice (at your choice).
Pollination
When this model places a Suspect, it may be placed completely within a friendly plant action zone.
Pollution Hate
This model cannot enter Sewers.
Possessed
When this model is the Boss you can recruit up to three Henchman with any Affiliation (as long as they don't have the Bot or Cybernetic traits). Their Affiliation is assumed to be the same as this model. However, Henchmen hired in this way lose -1 Willpower and gain the Self-Discipline trait if they do not have it already.
Possession [Special action]
Target a model within 4" (not a Vehicle, or a model with the Bot trait). The target must take a Willpower roll with a -1 Willpower penalty. If it fails the roll, the target becomes Possessed! Remove this model (the 'Possessor' hereafter) from play – it cannot be activated while this trait is in effect, and it does not count for the purposes of Passes. However, the Possessed model is now controlled by you, rather than its own player. Treat it as a member of your crew (if the model has already activated this round, then you may award the model an Audacity marker in the following round).
At the end of its next activation, the Possessed model must pass a Willpower roll (again with a -1 Willpower penalty) or continue being possessed. If the Possessed model passes the Willpower roll, the possession ends – see below. Alternatively, at the end of the Possessed model's activation, immediately before the Willpower roll is taken, the Possessor may choose to end the possession.
- When the possession ends, return the Possessor to play by placing it within 4" of the Possessed model. The Possessor cannot be activated this round; the model that was Possessed returns immediately to the control of its owning player.
- If the Possessed model becomes KO or Casualty while possessed, then the possession ends as described above. However, as soon as the Possessor is placed on the board, assign two Injury Damage markers to its character card.
Power Armor
Enemy models roll 1 less attack dice when targeting this model. In addition, you can make Efforts to ignore up to 2 Damage markers received per Effort.
Power Armor MkII
This model is Immune to CRT. In addition, you can make Efforts to ignore up to 2 Damage markers received per Effort.
Power Dampening [Special action]
All models within 4" of this model lose the Incorporeal and Invulnerability traits and cannot cast Spells this round.
Power Strike [Special action]
Once this trait is activated, for the rest of the round when this model damages a non-vehicle enemy with a Melee Attack Action, the damaged model suffers the Knocked Down effect too.
Power Supply
This model starts the game with 3 Power counters. Once per model activation, this model can spend 1 Power counter as follows:
- During its activation: This model gains a +4 Movement Boost marker.
- During its Attack: Each Hit scored needs two successful blocks to cancel it.
- When receiving Damage: This model ignores up to 2 Damage markers suffered.
In addition, this model can Manipulate a Streetlamp marker to gain 2 Power counters.
Precise Aim [Special action]
If this model has not moved, when performing a Ranged Attack it gains +2 to its attack dice rolls. This model may not move after using Precise Aim.
Precise Blow [Special action]
Once this trait is activated, for the rest of the round this model gains a +1 bonus to its attack dice rolls, and may reroll the Strength die.
Primary Target
This model can treat enemy Suspect markers as friendly.
Protect Me!
If this model is hit by an enemy attack (any type), you may make an Effort to nominate a friendly model within 4" and LoS (not a Vehicle) to take the attack instead. Resolve any Damage and/or effects against the nominated model.
Psychiatrist [Special action]
All friendly Henchmen models with a Mental Disorder trait within 8" and line of sight of this model gain +1 to their Attack and Defense skills. These bonuses last until the end of the next Raise the Plan phase.
Psycho
This model's Willpower skill cannot be reduced under any circumstances.
Psychologist
When a model within 4" scores an Objective, that model suffers Enervating 1 or removes 1 Stun Damage marker from its character card (your choice).
Psychoanalysis [Special action]
Target a model with a Mental Disorder trait, friendly or enemy, within 8" and LoS. The target ignores the effects of their Mental Disorder until the end of the round.
Public Resources
If this model is included in your crew, add $300 to the crew's available Funding. In addition, you may place one additional Streetlamp and Sewer marker before the game starts.
Puzzle Master
This model can place 2 Suspect markers when performing a Manipulate action, and can place them within 6" instead of in contact.
Pyromania (Mental Disorder)
If, at the beginning of its activation, this model can see any model with a Fire marker, this model gains a Defense marker.
Quiz Master
When this model scores an Objective card with multiple copies in the deck, you can search the Objective deck for another copy of the same card and put it in your hand. Then, shuffle your deck.
Radio
This model is always treated as though it were within range of the Inspire rule.
Radioactive Soul-Self [Special action]
When this trait is used, this model becomes immune to all Damage and effects, cannot be targeted by any model, cannot move, and cannot perform Manipulate actions. However, this model gains +1 Attacks skill, adds +2 to its attack dice rolls, and its Unarmed Melee Attacks produce two Stun Damage markers. This model can make Melee Attacks against models up to 8" away as if it were in contact. These conditions last until the end of the model's next activation. This trait cannot be used in two consecutive rounds.
Raised in the Sewers
This model can deploy in contact with a Sewer marker instead of in its deployment zone.
Ranged Master
See Expert Marksman.
Rapid Fire [Special action]
When making a Ranged Attack, this model gains +1 Attack die.
Rat Tamer [Special action]
Sewer Swarm models within 8" of this model gain an Attack marker and a +2 Movement Boost marker.
Really Huge
This model ignores up to 2 Stun Damage per enemy Attack.
Reanimated Owl
This model can re-roll failed rolls to recover from KO. When this model becomes a Casualty, the opponent gains 1 Resource point.
Reflexes
When performing a Ranged Attack against this model, successful hits must be rerolled.
Regeneration
During the Recount phase, if this model is not KO it can remove 1 additional Damage marker (any type).
Regrets
At the start of each of this model's activations, it must pass a Willpower roll or be unable to make any Attacks or use Flaming Wave during this round. For each friendly model that is KO or removed as a Casualty so far this game, this model gets -1 to the roll.
Reinforced Gloves
This model's Unarmed Melee Attacks inflict two Stun Damage markers.
Repairman [Special action]
Remove 2 Damage marker from a target Vehicle in contact.
Resilient
This model can reroll failed Endurance rolls.
Retractable Claws
This model's Unarmed Melee Attacks inflict one Injury Damage marker and one Stun Damage marker, and have the Sharp weapon special rule.
Revenge
All friendly Henchmen that attack an enemy model within 8" of this model gain one extra attack die this round.
Ricochet [Special action]
After this model scores any successful hits with a Ranged Attack, select another enemy model within 2" and line of sight of the target. Perform an extra Ranged Attack (without spending Ammo) against this second target with the same weapon, ignoring line of sight, effective range and cover.
Riddler Bots
When you hire a model with the trait 'Can you solve this?/X', this trait changes to Autorepair/X (X is the value of the 'Can you solve this?' trait) and Multitask.
Riddles Addict
Once per round, this model can Reveal enemy markers without spending an Action.
Rock
This model's attacks gain the Overwhelming weapon special rule.
Roots [Special action]
Target an enemy model within 8" and line of sight. Perform an opposed Endurance roll against that model – if you succeed, the target suffers the Pinned Down effect until the end of the round.
Runaway
This model is immune to the Arrest trait.
Sad Life
Enemies within 6" that wish to perform an Action must first make 1 Effort (if the target cannot make an Effort, it can ignore this rule).
Safe Hands
This model is immune to the Steal effect.
Sapper [Special action]
One use only. Place a friendly Suspect marker in base contact. That Suspect marker is treated as a small obstacle that provides Cover.
Savage Fighter [Special action]
This model gains +1 to its attack dice rolls and the Push effect when performing a melee attack until the end of the round.
Scheming (X)
During the Raise the Plan phase, if this model is in play and not KO, you can move up to X Suspect markers 4", ignoring the minimum range between Suspect markers.
Scientific
This model may roll one additional die when performing a Willpower roll. When this model performs a Special action during its activation, it may perform an additional different Special action as an extra action.
Scout
This model may move before the first Take the Lead phase of the game, following the rules for Movement Actions (this does not affect the model's normal activation).
Sealed Cabin
Only attacks listed on the Upgrade card can be made by this model, plus the Charge trait. In addition, this model (and any model transported in it) cannot perform Manipulate actions.
Searcher
While this model is in play and not KO, the opponent's Resource points are reduced by -1.
Security Chief
If this model is within 4" of your crew's Boss, enemy models suffer a -1 penalty to Attack rolls against that Boss.
Self-Destruction [Special action]
Center the Explosive template over this model. This is resolved as an Explosive Ranged Attack, rolling a Strength 2+ die for each affected model – on a successful roll, the model receives one Injury Damage marker and one Stun Damage marker. Once this action is resolved, remove this model as a Casualty.
Self-Discipline
This character cannot be controlled by an opponent (for example, by means of an ability that inflicts the Hypnotize effect).
Sewer Swarm X
After deployment, but before the game begins, place X Sewer Swarm models within 2" of this model. If, during this model's activation, you have less than X Sewer Swarms in play, you may make X Efforts to place X Sewer Swarm models within 2" of this model, then, the opponent gains X Pass markers. While a Sewer Swarm is within 8" of this model, it gains the Poison Master rule. In addition, if this model is hit by an enemy attack (close combat or ranged), you may make an Effort to nominate a friendly Sewer Swarm model within 4" and LoS to take the attack instead. Resolve any Damage and/or effects against the nominated model.
Sewer Worker
One use only. During this model's activation, you can place a Sewer marker anywhere on the gaming area at least 2" from any other marker.
Shapeshifting
At the start of the Raise the Plan phase, if this model is not KO then it may exchange an Upgrade card with the name '(Animal) Form'. Place the new model in contact, then remove the original model.
Sharpshooter
Ranged Attacks made by this model ignore the Cover rule.
Shockwave [Special action]
Enemy models within 4" of this model suffer the Slow 2 effect.
Shooter
When this model performs Ranged Attacks against targets within 8", the target does not benefit from the Cover rule.
Simple Mind
This model cannot benefit from the Inspire rule.
Slow Digestion
After resolving a Devour attack that inflicts damage, remove the target from the gaming area. That model is 'Devoured'. A Devoured model may still be activated each round, but can only take an Endurance roll. If it is successful, place the Devoured model within 2" of this model and continue its activation. If the Endurance roll fails, the Devoured model suffers two Injury Damage markers. This model can only remove one enemy from the game in this way at the same time. If this model becomes a Casualty, place any model it Devoured within 2" before removing this model. If a model is still Devoured when the game ends, it is considered a Casualty.
Small
This model gains +1 Defense against enemy Ranged Attacks.
Smuggler
When this model is recruited, its crew can buy Magazines and Radio equipment at half of the usual $ cost.
Sneak Attack
If, at the beginning of the attacker's activation, the target could not see the attacker, the target model cannot make Efforts when defending against this model during that activation.
Sneaking
During the Recount phase, this model can move up to 2", using the rules for Movement Actions.
Soul Armor [Special action]
Remove up to 2 Damage markers (any type) from this model.
Soul Voices
If this model has an Audacity marker, but has not yet activated this round, you may remove the marker to gain two free Efforts when defending. In addition, this model may spend an additional action when attacking to gain two free Efforts.
Speedster X
This model can use Speed Force Powers, and has a maximum reserve of X Speed Force markers. A Speedster model gains +2" to its basic move distance. The model does not treat Difficult Ground and Climbing as Impaired Movement, although other effects that modify the terrain (i.e. Ice) must be taken into account. Enemy models cannot defend against this model's Melee Attacks unless the target has the Speedster trait too.
Speed Force Absorption
This model can steal 1 Speed Force marker from another model with the Speedster trait at the end of the Drain Speed Force sub-phase. This marker may cause the model to exceed the normal maximum reserve of Speed Force markers.
Speed Force Master
This model can spend up to 2 Speed Power markers during its activation to gain up to 2 Attack markers or Defense markers.
Stay in Formation [Special action]
One use only. During this model's activation, choose another friendly model within 8". That model may immediately move up to 6" directly towards this model.
Stealth
When this model is under the effect of the Night rule, it can only be seen by enemies within 8" instead of the usual range. It is still subject to rules that aid detection, such as Lights, Total Vision, etc.
Steel Hands
This model's Unarmed Melee Attacks inflict three Stun Damage markers with the Push effect.
Stop! [Special action]
Target an enemy model within 8" and line of sight (not a Vehicle). Perform an opposed Willpower roll against that model. If successful, reduce the target model's Defense skill by 1 (this trait is not cumulative if used multiple times on the same model). In addition, the target suffers the Slow 4 effect. Both effects last until the end of the round.
Strategist
While this model is in play and not KO, you gain +1 Resource point.
Street Fighter
When attacking or defending, this model can remove a friendly Suspect within 2" to gain 2 free Efforts.
Street Guy
When this model benefits from the Cover rule, it may force the attacker to reroll one successful hit.
Stretching
At the start of this model's activation, you may change any number of its Injury Damage to Stun Damage markers. In addition, once per round, during its activation, this model can choose to increase its size or decrease it. Until its next activation, if the model increases its size it gains +1 to its Strength rolls, and its Unarmed Melee Attacks inflict two Stun Damage markers, but the model reduces its Defense by -1. If the model decreases its size, it gains +1 to Defense and gains the Dodging rule, but suffers a -1 penalty to its Strength rolls.
Stupid
This model cannot perform Manipulate Actions, under any circumstances.
Sturdy
This model does not reduce its Effort Limit due to accumulated Damage.
Subliminal Suggestion [Special action]
Choose a single model (friendly or enemy) with a Mental Disorder trait within 8" and line of sight. You may move the target model up to 4" (but cannot move it so that it Falls).
Superior Sense of Smell
This model doesn't need an uninterrupted line of sight to see its target. Instead, anything within 10" can be seen by this model. In addition, this model is immune to the Blind effect.
Super Jump [Special action]
Remove this model and immediately place it completely within 6".
Supernatural
All attacks made by this model have the Magic rule.
Surgical Madness (Mental Disorder)
When this model uses the Medic trait, the target model removes 1 extra Damage marker (any type). In addition, roll 1D6. The target model gains the following trait until the end of its next activation:
| Result | Trait |
|---|---|
| 1 | Weak |
| 2 | Stupid |
| 3 | Aggressive Schizophrenia |
| 4 | The Voices |
| 5 | OCD |
| 6 | Desensitized |
Survivor
When this model is made a Casualty, do not remove it from play. Instead, roll a D6: on a result of 5+ the model removes 1 Injury Damage marker and remains in play. If the roll is failed, the model becomes a Casualty.
Sustained Defense
For every two successful defense rolls made by this model, cancel one extra enemy hit.
Swarm
This model cannot be recruited, but can only be brought into play by the Sewer Swarm X trait. This model gains +1 Defense skill vs enemy Ranged Attacks. This model cannot perform Manipulate Actions by any means. Swarms do not fulfill enemy Objective criteria for making models KO or removing them as Casualties. If this model is made KO, remove it as a Casualty.
Swift
This model can make 1 Effort to improve its basic move distance by +2" for the remainder of the round.
Tachyon Device
In the Drain Speed Force sub-phase, if there aren't any Speed Force markers in the Speed Force pool, this model adds up to 2 Speed Force markers to its own reserve.
Take Cover! [Special action]
Choose a friendly Henchmen within 4" of this model (but not the activated model itself). That model gains 2 Defense markers.
Takedown
When this model makes another model KO with an Attack, it may immediately make an Effort to make the target a Casualty.
Taunt [Special action]
Choose one enemy model (not a Vehicle) within 8" and line of sight. Perform an opposed Willpower roll against that model. If it successful, then for the rest of the round increase the target's Attacks skill by +1, but reduce its Defense skill by -2.
Teamwork X (All)
During its activation, this model may roll X additional dice when performing Melee Attacks and defense rolls while another model with the Teamwork trait is within 4".
Teamwork X (Model)
During its activation, this model may roll X additional dice when performing Melee Attacks and defense rolls while the named model is within 4".
Technique
Once this trait is activated, for the rest of the round when this model damages a non-vehicle enemy with a Melee Attack Action, the damaged model suffers the Paralyze effect too.
Teen Titans Founder
This model can be recruited in a Teen Titans Team, ignoring 'The Sidekick' trait. When operating as part of a Teen Titans crew, this model gains +1 Willpower, +1 Strength and the Reinforced Gloves trait.
Telekinesis [Special action]
At the start of each of this model's activations, choose one of the following effects until the end of the round:
- This model's weapons can still be used at full RoF if it moves.
- This model's Unarmed Melee Attacks inflict three Stun Damage markers and its Strength roll always succeeds on a 3+, ignoring any other rule (but it cannot benefit from the Mixed Combat Style trait).
Tension
This model gains +1 to its Attacks and Defense values while it has at least one Injury Damage marker on its Character Card.
The Boss
If this model is the crew's Boss, friendly Henchmen gain the Expendable trait.
The Dark Knight Returns
Keyword.
The Devil You Know
When this model casts a Spell, it may apply any Failure result to a friendly model instead of itself.
The Dynamic Duo
This model can activate immediately after a friendly Robin (Boy Wonder) model within 8", interrupting the usual sequence of play.
The Fear Master
When this model uses the Inspire Fear trait, it can choose to have it affect all non-vehicle models within 4" and line of sight (friendly and enemy). When using this ability, Inspire Fear also inflicts the Terror 2 effect, Slow 4 instead of 2, and gains the Gas weapon special rule.
The Holiday Killer
When this model attacks a target with a Reputation cost higher than 50, it may reroll attack dice and Strength die rolls.
The Hunter
Once per round, when an enemy model ends a movement action, you can immediately move this model 4" (unless it is in contact with an enemy model).
The Murderer
This model can only score Objective cards during its activation for inflicting Damage, making enemy models KO, or removing them as a Casualty.
The Professional
Each time this model removes an enemy Leader, Sidekick and/or Free Agent as a Casualty, gain 1 Resource point.
The Sidekick
This model can only be hired if Batman (Modern Age) is leading the crew. While a friendly model with Alias: Batman is in play, this model gains +1 to its Strength die rolls. If a friendly model with Alias: Batman is removed as a Casualty, this model suffers -1 Willpower for the rest of the game.
The Song of the Sirens
Friendly models can use their Bodyguard rule on any model in the crew with the Gotham City Siren trait until the end of the game.
The Target of the Bat
If a model with Name: Bruce Wayne KO's this model, the Bruce Wayne model's controlling player may pick an Objective card from its Spent Resource pile and add it to their hand.
The Time Has Come [Special action]
One use per game. During this activation, this model's Unarmed Melee Attacks inflict two Stun Damage markers.
The Untouchable
If this model is your crew's Boss, friendly Henchmen using the Bodyguard trait to take a hit on its behalf do not need to make an Effort to do so. In addition, while this model is the Boss, all friendly Henchmen gain the For the Family trait for the duration of the game.
The Voices (Mental Disorder)
This model's Tactical Action is a 'wildcard', which may be spent as another type of Action if you wish (this means the model can perform the same Action twice in its activation if it has sufficient Actions to spend).
The Wizard
This model does not spend a Special Action when using the Good Aim special rule. In addition, once per game, at the start of the Raise the Plan phase, you may move this model up to 4".
The World's Greatest Detective
At the end of the Raise the Plan phase, you may choose one enemy model on the board (not a Vehicle). LoS is not required. The target model must immediately perform a Willpower roll. If it fails, you may force the opponent to activate the target model first.
They're Cheap [Special action]
One use only. At the end of the Raise the Plan phase, you may activate this trait. For the remainder of the round, ranged attacks performed by friendly models spend no Ammo.
Thirty Days Has…
Depending on the month the game starts Calendar Man gains the specific trait for that month: January-Demotivate, February-Confusion, March-Luck, April-Trickster, May-Disarray, June-Demoralize, July-Veteran, August-Intimidate, September-Cruel, October-Undead, November-Unpredictable, December-Survivor.
Thief [Special action]
Once this trait is activated, for the rest of the round this model's Melee Attacks gain Steal.
This... Is... Awesome-Sauce! [Special action]
Target a friendly model within 4" and line of sight. The target model gains an Audacity marker, and adds +1 to its Strength die rolls until the end of the round.
Timely Arrival
This model is not deployed as normal at the start of the game. Instead, at the start of the Raise the Plan phase of the second round, you may place this model anywhere on the gaming area, no closer than 4" to any enemy model.
Time Bomb [Special action]
Target a Suspect within 8" and LoS. Place a numeric counter with a value of 3 on this model's character card. When a model performs a Manipulate action within 8" of this model, reduce the value of the counter by -1. If the chosen Suspect is still in play when the counter reaches 0, place an Explosive template on top of it – all models affected suffer one Injury Damage marker and the Slow 4 effect.
Time Control
When this model places a Suspect, you may nominate 1 enemy model. If that model is not the next enemy model to be activated, and it places a Suspect during its activation, you may search your deck for one of your Objective cards and add it to your hand. Shuffle your deck.
Time Manipulation
When this model reveals an enemy Suspect, you may look at the top two cards of any player's Objective deck. Then, place one of those cards on top of the deck, and one on the bottom.
Time Stretch [Special action]
One use only. This model may target a friendly model within 4" and line of sight. The target Model gains the Living Legend trait until the end of the round.
Tireless [Special action]
This model can spend a Special Action (as well as its Movement Action) to gain +2" to its basic move distance.
Titan Dose (DOSE)
A model may use a Titan Dose during its activation. If it does so, the model gains +1 to all of its basic skills until the end of the round. The same model cannot use more than one Titan Dose in the game.
To Prove a Point [Special action]
Enemy models within 6" and LoS suffer -1 to their Willpower value while making a Willpower roll. In addition, as an extra Action, this model can target an enemy model (not a Vehicle) within 8" and line of sight. For the rest of the round, the target cannot perform Special Actions and loses a die when performing Willpower rolls.
Total Vision
This model may see at any distance, and its line of sight can cross any obstacle or scenery element. It may not, however, shoot through these elements, unless using a weapon with a special rule that permits it (such as Remote Control).
Tough Skin
Strength die rolls against this model suffer a -1 penalty and can be defended against just like an attack dice.
Toxicologist
Before performing an Attack, this model can exchange the Poison effect with one of the following effects during that Attack:
- Enervating 2.
- Scared.
In addition, models suffering damage from the Poison effect within 8" of this model suffer 1 additional Injury Damage marker.
Tracking
At the start of the Recount phase, this model can move up to 1D6".
Transport X
X friendly models (not a Vehicle) in contact with this model during its activation can perform a Manipulate action to be removed from the game – the friendly model is not a Casualty, but is now effectively transported inside this model as a 'passenger' – attach this model's Upgrade card to the passenger. Any effects affecting a passenger trigger as normal at the end of the round. The passenger must be activated as normal during each round, but the range of its traits and attacks are measured from this model's base (unless the Vehicle has the Sealed Cabin trait). The passenger cannot be affected by any attack. During any subsequent round, the passenger can disembark the Vehicle by performing a Manipulate action – place it in contact with this model, and disable the Upgrade card, then continue its activation as normal.
Treacherous
This model cannot be the Boss of your crew.
Trickster
If this model does not have an Audacity marker when it is activated, it may take one from another friendly model that is yet to activate this round.
True Love (Name)
If the model named as the True Love (in parentheses) is in the same crew, and is removed as a Casualty, this model gains +1 Willpower and +1 Attack until the end of the game.
Truly Immortal
This model cannot become KO or be removed as Casualty from the game by any means. Instead, remove one Damage marker, then the opponent relocates this model, placing it within 4".
Truth-Seeker
When a model within 10" of this model becomes KO or is removed as a Casualty, you may first place a friendly Suspect marker in contact with it (ignoring the normal minimum distance between Suspect markers). This model may remove 1 friendly Suspect marker within 4" during its activation to perform an extra move of up to 4". In addition, when a friendly model within 4" of a friendly Suspect marker scores an Objective card, you may remove that marker to draw an additional Objective card.
Undead
This model is immune to all effects and CRT, except Knock Down and Smoke.
Undercover
This model may be deployed up to 8" away from its deployment area.
Underworld King
When a friendly model within 8" scores an Objective card during its activation, you may place a +1 Number counter near your Objective deck (starting with 1, and adding a value of 1 each time). Each time your opponent scores an Objective card during an enemy model's activation, reduce the value of the Number counter by -1. At the end of the game, the current value of the Number counter is the amount of extra VP that you score.
Unnatural Flight: During the round in which this model return to the game zone, due to the Flying High Trait, its BMD becomes 0, and cannot use the Fly Trait.
Unstoppable [Special action]
Each successful hit scored by this model this round requires 2 successful defense rolls to block.
Unstoppable Monster
At the start of this model's activation, it must move 2" in a straight line as an extra Action. Enemy models within 4" of this model cannot perform the Manipulate Action.
Unpredictable
This model's Special Action is a 'wildcard', which may be spent as another type of Action if you wish (this means the model can perform the same Action twice in its activation if it has sufficient Actions to spend).
Vanish [Special action]
Perform an extra Attack action with this model's EM Smoke Grenades (not affected by Rapid Fire), inflicting a single automatic hit. For the duration of this attack, the EM Smoke Grenades gain the Light special rule. If this model has not moved during its activation and is beneath the template when it makes this attack, this model may be placed anywhere within 4" of its current position. This model cannot move (or use the Grapple Gun/Batclaw Trait) for the remainder of its activation. This model ignores the effects and Damage caused by its own EM Smoke Grenades (like the Smoke effect). This use of this trait requires a magazine as usual but does not count as the model's Attack Action.
Venom Dose (DOSE)
A model may use a Venom Dose during its activation. If it does so, for the rest of the round the model gains +1 to its Strength die rolls and may make 2 free Efforts when performing a Melee Attack.
Venom Enrage
When this model uses the Venom Dose trait it gains Invulnerability (2) for that round.
Vertigo Dose (DOSE)
A model may use a Vertigo Dose during its activation. If it does so, for the rest of the round the model gains +1 Willpower and can reroll failed Willpower rolls.
Veteran
When one of your Objective cards requires the possession of a named trait to complete it, this model counts as having that trait (it can't actually use the trait, but it is able to fulfill the Objectives).
Vocational
This model may be included in a crew as if it had the [Bat-Symbol] affiliation, as long as all members of the crew have the Cop trait.
Void Priest [Special action]
One use only. This model may spend 2 Faith Points. Enemy models within 2" suffer the Slow 2 effect.
Volunteer
This model cannot be removed from play due to the Suicide Mission rule. The Boss of a Suicide Squad Team automatically gains this trait.
Vulnerability to Fire
Each Fire marker inflicts two Injury Damage markers to this model instead of the normal damage.
War Goes On
If you purchase this upgrade, then before deployment you may equip it, or another upgrade available to this model, for free. Discard the unused Upgrade.
Weak
This model's Effort Limit begins at 2 Instead of 3.
Weakness to Cold
If this model receives the Cooled or Freeze effect, they also receive an Injury Damage marker.
Weapon Master
This model gains a +1 bonus to attack dice rolls when performing Melee Attacks, as long as it is not Unarmed.
Welcome to Hell
If this crew contains only models with The Dark Knight Returns and Cop traits, all your models with The Dark Knight Returns keyword may take Injury Damage instead of Stun Damage when making an Effort.
Wheelchair [Special action]
Friendly models in contact with this model can take a Manipulate Action to move it up to 3" directly away. Then, the model that took the action is placed in contact with this model.
Wizard of Quiz
When this model places a Suspect within 8" of an enemy model, if that enemy model can see this model and the Suspect, you may look at the top 2 cards in that model's controller's Objective deck. Discard one of the cards and place the other one on top of the deck.
360° Strike [Special action]
When this model performs a Melee Attack this round, it must be performed against all the models available to be a target (friendly and enemy). During this attack, no one model can make Efforts. Roll only once, and compare with all the targets results. Friendly models cannot make defense rolls against these attacks, but they cannot be the only models affected by it (there must be at least one enemy to target).
Weapon Special Rules
The following special rules are attributes that are usually applied to weapons. Remember, once a model attacks with a particular weapon, it must use it for the full duration of the attack – a model does not benefit from all of the weapon special rules it has, just those for the weapon it is using.
Accurate
An attack made by this weapon gains +1 to its attack dice rolls.
Acid
When this weapon damages a target, that model reduces its Attacks and Defense skills by -1 until the end of the round (this effect does not stack if the weapon or another weapon with the same rule damages the target several times). In addition, these weapons ignore the Light Armor trait.
Aim
A model cannot move in the same activation that it uses this weapon.
Anti-Tank
This weapon ignores the penalty of Light, Medium and Heavy Armor traits, and may re-roll failed Strength die rolls against models with those traits. Furthermore, Anti-Tank weapons ignore the Bulletproof Vest, Hardened and Kevlar Vest traits.
Assault
When using this weapon, this model can choose to ignore the penalty for move before attacking, but instead suffer a -1 penalty to its Ranged attack dice rolls.
Beam
The Strength die when using this weapon always hits on a result of 2+. Ignore the wielder's Strength for the Damage roll. In addition, ignore the target's Cover. Beam weapons cannot receive an Ammo Magazine from an Ammo Crate.
Bleed (X)
Instead of inflicting normal Critical effect, the target suffers X Injury Damage markers upon a Critical Hit.
Blunt (X)
Instead of inflicting normal Critical effect, the target suffers X Stun Damage markers upon a Critical Hit.
Cold
When this weapon hits, the target model suffers the Slow 2 effect.
Caustic
Even when this weapon's Strength die fails, the target takes one Injury Damage marker.
Crushing
Each successful hit scored with this weapon requires 2 successful defense rolls to block.
Defensive
A model carrying this weapon can reroll failed Defense rolls. This is a passive ability, and may be used even if the model used a different weapon during its activation.
Devastating
Attacks with this weapon roll two Strength dice. You must apply both results.
Electric
This weapon has CRT: Stunned, and can reroll failed Strength die rolls against targets with the Bot, Cybernetic or Robot traits.
Expansive
Instead of having a Rate of Fire, this weapon uses the Spray Template to determine how many models are hit (see Templates, below).
Explosive
Place the Explosion Template over the impact point (usually the target model). See Templates, below.
Firearm
The Strength die when using this weapon always hits on a result of 2+. Ignore the wielder's Strength for the Damage roll.
Gas
This weapon ignores the penalty of Light, Medium and Heavy Armor traits.
Grenade
These weapons use their own special rules. See Grenades, later.
Handy
When using this weapon, the wielder may reroll failed attack dice rolls.
Heavy
When using this weapon, the attacker gains a +1 to its Strength die rolls.
Imprecise
This weapon suffers a -1 penalty to attack dice rolls.
Kryptonite
If a weapon with this rule hits a model with the Kryptonian trait, the Kryptonian model loses the Invulnerability and Regeneration traits (if they possess them) until the end of the round.
Light
A model can fire this weapon even when it is in contact with an enemy model.
Magic
If a weapon with this rule hits a model with the Invulnerability, Incorporeal and/or Tough Skin traits, that model loses those traits (if they possess them) until the end of the round.
Mechanical
The Strength die when using this weapon always hits on a result of 3+. Ignore the wielder's Strength for the Damage roll.
Medium Range
The effective range of this weapon is 16".
One Use
This weapon can only be used once per game.
Overwhelming
The target of an attack made by this weapon suffers -1 to its Defense rolls.
Protective
These weapons award a +1 to the wielder's defense dice rolls. Furthermore, the wielder benefits from the Cover rule at all times. This is a passive ability, and may be used even if the model used a different weapon during its activation. If the model also benefits from the Cover rule by other means, then the bonus is doubled. Once per round a friendly model in contact can benefit from this rule too.
Reach
These weapons do not require the wielder to be in contact with an enemy model in order to perform a Melee Attack against it. Instead, the wielder may strike a model up to 1" away and in LoS.
Red Dot
Weapons with this special rule can reroll up to 1 failed attack die roll when performing a Ranged Attack.
Reload
Weapons with this special rule cannot be used in two consecutive rounds. In order to reload the weapon, the wielder must spend at least one round in which it does not declare any Ranged Attacks with this weapon. If the model has more than one weapon that requires reloading, it may only reload one per round spent reloading – declare which weapon is being reloaded during the activation. These weapons cannot be reloaded while a model is KO.
Remote Controlled
When using these weapons, the model needs to be able to see the target as usual, but does not need to draw a straight uninterrupted line to it. Instead, measure range from the attacker's base to the target, carefully measuring around obstacles. The weapon's maximum range cannot be exceeded in order to reach the target. Targets of Remote Controlled weapons cannot benefit from Cover against these attacks.
Scope
While performing a Ranged Attack with this weapon, the firer can see at any distance, limited only by LoS. Targets cannot benefit from Cover against attacks with this weapon.
Sharp
When using these weapons, the wielder may reroll failed Strength die rolls.
Short Range
The effective range of this weapon is 8".
Silencer
The target of an attack made by this weapon cannot use the Dodging rule against it.
Sonic
When this weapon hits, the target model suffers -1 to its Special skill until the end of the round.
Throwing
This ranged weapon don't lose dice for moving before attacking.
Templates
Some weapons shoot clouds of gas, flames or other lethal substances rather than conventional ammunition. Others, such as grenades, rockets or Molotov cocktails explode upon impact. To represent the area of effect of these weapons, we use templates. There are two types of template – Explosive and Spray (you can download printable versions from the Knight Models website, or buy physical templates from the webstore). If a weapon requires the use of a template, the exact type will be noted in its special rules or Rate of Fire. Special rules that allow a model to avoid ranged attacks (such as Dodge) may be used against templates as normal – a model doesn't have to be the target of an Attack to be affected by a template.
These weapons don't roll any attack dice. Instead, the RoF of these weapons indicate the number of times the template is placed when attacking with them. An exception to this rule are Melee Attacks that place a template – these follow the usual rules for Melee Attacks, but place a template for every hit.
A model is affected by a template if its base and/or main physical block is even partially covered by the template. Only a Strength die is rolled against affected models, once for each model, following the usual rules for the Strength die during an attack. A model cannot be affected more than once by multiple templates placed by the same Attack action.
All hits caused by a template are resolved at the same time.
Note: Depending on how your tabletop scenery is arranged, sometimes models on different levels of the board (on stairs, walkways, or rooftops, etc.) may be affected by a template on another level. Templates are considered to extend 2" above and below the point of impact. Simply take a top-down view to see which models are affected, then measure vertically.
Explosive Template
When an attack or weapon uses an Explosive template, place the template completely within the Effective range and in line of sight, targeting at least 1 enemy model. Make a Strength roll (following the usual rules and applying the special rules of the weapon) against all models affected by the template. Affected models may suffer additional effects depending on the exact weapon used (for example, CRT: Freeze).
Explosive templates do not pass through solid objects like walls – see the rulebook.
Grenades
Weapons with the 'Grenade' type (i.e. Freeze Grenades) are used just like other ranged weapons for the purposes of line of sight. However, when a model throws a grenade, it may target any point on the table completely within Effective range and line of sight, not needing a target. Center the Explosion template on the target point, applying any effects to all models affected by the template.
Spray Template
If a weapon requires the use of a Spray template, the controlling player must place the narrow end of the template in contact with the base of the firing model, pointing the other end in any direction they wish. To affect a model with this template, the attacker must be able to trace LoS to the affected model, although Cover is ignored.
Ice Template
When an attack or weapon uses an Ice Template, place the explosive template completely within the Effective range and in line of sight, targeting at least 1 enemy model. Make a Strength roll (following the usual rules and applying the special rules of the weapon) against all models affected by the template. Affected models may suffer additional effects depending on the exact weapon used (for example, CRT: Freeze).
Ice templates do not pass through solid objects like walls – see the rulebook.
The Ice template is not removed at the end of the attack action, instead, at the end of the Recount phase, remove all Ice Templates. Any model moving through or into contact with the template suffers Impaired Movement and must make all its moves in a straight line (unless they ignore Impaired Movement for whatever reason).
Models with the Speedster trait that come into contact with the template lose 1 Speed Power counter from their personal reserve.
Effects
The following special 'effects' are shared between a wide range of rules, and thus they are collected together here for convenience.
- Traits or special rules usually trigger particular effects as a result of their use.
- Weapons trigger their effects if the attack scores at least one hit after any defense has been resolved, or when they roll a Critical (CRT). Multiple hits or CRT rolls in the same attack only apply the effect once.
Any marker produced by an effect must be placed on the affected model's character card. When effects and special rules remove Actions from a model at the same time, the active player must decide the order in which to resolve them.
A model can only suffer an effect once (unless the effect states otherwise). However, if a model suffers the same effect but with a higher value (for example, Slow 4 when it already suffered Slow 2), then the effect is upgraded to the higher value.
Blind (FLASH)
A model suffering from Blind cannot trace Line of Sight, and cannot perform Ranged Attacks. All of the model's attack, Strength and defense dice rolls will only succeed on a natural result of 6. In addition, the model cannot use its Movement value to increase its basic move distance. This effect lasts until the end of the round.
Casualty
If this effect is triggered (as part of a Critical effect for example), then the target model is removed from play as though it had received its maximum allocation of Injury Damage markers.
Cooled
Place a Cooled marker on the character card of the affected model. A cooled model reduces its Defense skill by -1, and cannot make Efforts. Affected Speedsters cannot use Speed Force Powers. This effect lasts until the end of the round.
Enervating X
The target reduces its Effort Limit by -X for the next Effort it wants to make.
Fire
If a model is affected by Fire, place a Fire marker on its character card (a model may have more than one Fire marker). During an activation, a model with Fire markers must perform a Movement action if it can. Before moving, a model may choose to suffer -X Movement marker to replace Fire markers, at cost of -2" penalty suffered for each Fire marker removed (so a model that receives a -6 Movement Penalty marker removes 3 Fire markers, for example). During the Recount phase, models with at least one Fire marker receive one Injury Damage marker for each Fire marker they have, and add 1 more Fire marker.
Freeze
Place a Freeze marker on the character card of the affected model. The model reduces its Defense skill by -1, and cannot perform Actions. At the beginning of the model's activation, it must pass an Endurance roll to remove the Freeze effect. Speedsters cannot use Speed Force Powers If they are affected by the Freeze effect.
Hypnotize
Any non-vehicle model affected by Hypnotize must make a Willpower roll immediately. If it fails, it immediatelly performs up to 2 different actions under the control of the player who hypnotized it counting as one of that player's crew in all respects. Counts as if you are performing an activation for traits and performing actions. Models that are Hypnotized cannot be moved so they would Fall or otherwise take Damage.
Nb: If you move and shoot per example, you lose attack dice as usual, you cannot repeat actions, but you are affected by active traits (special actions) that remains active for the activation of the model (like Inspire, Sewer Worker...). That model may be activated by its owner later, because is not an activation.
Knocked Down
Place a Knocked Down marker on the Character Card of the affected model. A Knocked Down model cannot attack, or defend itself. It cannot make Efforts, and cannot use any trait that requires an Action or Effort to activate until it Stands Up. A Knocked Down model suffers -1 to its Defense value.
Paralyze
Place a Paralyze marker on the card of the affected model. A paralyzed model reduces its Defense skill by -2, and cannot perform Actions until the end of the round.
Push
The affected model is moved directly away from the attacker up to X" (where X is the number of hits inflicted or a fixed value if any). If the affected model cannot be moved the full distance, simply move as far as you can up to the maximum, then end the move.
Poison
If a non-vehicle model is affected by Poison, place a Poison marker on its character card. A model affected a subsequent time by the Poison effect increases its Poison value by 1 (up to a maximum of 4). During the Recount phase, the poisoned model must make an Endurance roll, with a -X penalty to its Endurance value for the roll (where X is the current Poison value). If the roll fails, the model suffers one Injury Damage marker if its Poison value is 1-3, or two Injury Damage markers if it has a Poison value of 4.
Scared
The affected non-vehicle model cannot use the Dodging rule, and suffers -1 to its attack and defense dice rolls. This effect lasts until the end of the round.
Slow X
A model suffering this effect reduces by its basic movement distance by X" during its next Movement action.
Smoke
Place an Explosive template in the location of the Smoke cloud. Models cannot draw line of sight through the template. Models affected (or models that enter/contact the template) suffer the Blind effect. The Smoke template is removed at the end of the Recovery phase. Weapons with the Smoke rule cannot be canceled. Unlike other templates, a Smoke template is considered to be of infinite height.
Steal
If you trigger this effect, the opponent must show you their Objective card hand. Choose one of those cards – the opponent must Discard it.
Stunned
A Stunned model can only perform Movement actions until the end of the round.
Terror X
When a non-vehicle model is affected by Terror, it reduces the number of Actions it can perform by X during its next activation. Additionally, until its next activation the target reduces by -X its Effort Limit and its Willpower value when performing a Willpower roll.
Toxic X
The target receives a number of Injury Damage markers equal to X.
Equipment
Henchmen have several options of available weapons or equipment, depending on their crew's affiliation. A Henchman may only choose equipment from their crew's list (which can be found in the accompanying compendium), deducting the cost from the $ available to him (and/or from the crew's Funding stash). A Henchman may not select the same item twice.
The $ cost listed next to each item of equipment is the price per item (so if you buy two flares for your Joker Crew, these cost $300 each, not $300 for the pair). Once purchased, the new equipment is treated just like the Henchman's normal equipment and rules. You may like to note the items on the Henchman's Character Card (using a pencil, so you can re-use the same card in later games and change the equipment if you need to).
Finally, each piece of equipment in the lists has a number or range of numbers (such as 0-2) before its name. This is the limitation on the number of those items that can be purchased for your crew.
NB: If an item of equipment bestows a trait, a model cannot have the same trait more than once.
Special Equipment
Some special items of equipment, as well as certain special upgrades, can only be taken by a crew if a particular named character is included.
In addition, some special equipments may be taken by a model of a Rank other than Henchman, if the option specifically states so (for example, a Bruce Wayne model may take an Upgraded Batsuit, even though Leaders cannot normally purchase Equipment).
Equipment Lists
Batman Crew
- 0-2 Magazine ($200): +1 to Ammunition for one weapon.
- 0-2 Flashlight ($100): Model gains the Lantern rule.
- 0-2 Handcuffs ($200): Model gains the Arrest rule.
- 0-2 Whistle ($200): Model gains the Halt/Stop rule.
- 0-1 Street Patrol ($50): Model gains the Street Guy rule.
- 0-1 Intensive training ($100): Model gains the Teamwork:1 (All) rule.
- 0-2 Radio ($100): This model is always treated as though it were within range of the Inspire rule.
- 0-1 Antidote ($100): Model is immune to the Poison effect.
- 0-1 Grapple-gun ($200): Model gains the Batclaw/Grapple-gun rule.
- Helmet ($300): Model gains the Hardened rule.
- 0-1 Patrol Training ($150): Model gains the Undercover rule.
- 0-1 Gas Mask ($100): Model gains the Gas Mask rule.
- 0-2 Riot Gear ($150): The models gains the Football Gear rule.
- 0-1 Medic ($150): Model gains the Medic rule.
- 0-2 SWAT Special Training ($100): If the model has Elite (SWAT) trait you can choose one of these options:
- Model gains the Tracking rule.
- Model gains the Precise Aim rule.
The following options may be taken only when a model with Name: Bruce Wayne is in the crew:
- 0-1 Upgraded Batsuit ($100) (Can only be purchased by Bruce Wayne): Model gains +1 to Endurance.
- 0-1 Kevlar Cowl ($250) (Can only be purchased by Bruce Wayne): Model gains Immunity to CRT.
- 0-1 EMP ($100): Model Gains the EMP rule.
- 0-1 Batman Inc. ($400+3 Rep Points) (Can only be purchased by Sidekicks or Free Agents): Model gains the Bat-Armor MKII rule. A model cannot have more than one Bat-Armor rule.
- 0-1 Martial Arts Training ($100+2 Rep Points) (Can only be purchased by Sidekicks or Free Agents): Model gains the Martial Artist rule.
- 0-1 Mentor ($200+3 Rep Points) (Can only be purchased by Sidekicks or Free Agents): Model gains the Hidden Boss rule.
- 0-1 Hidden Magazine ($300) (Can only be purchased by Sidekicks or Leaders): +1 to Ammunition for one weapon.
- 0-1 Morality ($50) (Can only be purchased by Batman): Model gains Moral Compass and Demotivate rules.
Equipment marked * cannot be affected by the Broken Equipment rule.
The following options may be taken only when a model with Name: Dick Grayson is in the crew:
- 0-1 Circus Training ($300+5 Rep Points): Model gains the Acrobat rule.
- 0-1 Runner ($100): Model gains the Tireless rule.
The following option may be taken only when a model with Name: Oliver Queen is in the crew:
- 0-1 Command Center Support ($250): Model gains the Scheming:2 rule.
- 0-1 Tactical Gloves ($50) Only can be taken by Oliver Queen, gains Reinforced Gloves rule.
The following option may be taken only when a model with Name: Roy Harper is in the crew:
- 0-1 Hi-Tech Ammo ($150+2 Rep Points): One of the model's ranged weapons gains Bleed:2.
The following option may be taken only when a model with Name: Kathy Kane is in the crew:
- 0-1 Officer training ($100+2 Rep Points): Model gains the Follow Me! rule.
The following option may be taken only when a model with Name: Tim Drake is in the crew:
- 0-1 Inspiring Presence ($250) (Can only be taken by Tim Drake): Model gains Leadership rule.
The following option may be taken only when a model with Name: Barbara Gordon is in the crew:
- 0-1 Oracle ($200) (Can only be taken by Batgirl): Model gains Exhaustive Planner rule.
The following option may be taken only when a character with Alias: Red Hood (Arkham Knight) is in the crew:
- 0-1 Deadly Weapons ($150+2 Rep points) (Can only be taken by Red Hood Arkham Knight): Weapons gain the Silencer rule.
The following option may be taken only when a model with Name: James Gordon is in the crew:
- 0-1 Heliport ($150) (Can only be taken by James Gordon): When you use the Air Support rule, target an enemy model affected by the template, the target receives a Ranged attack with ROF 1, the Firearm weapon special rule and damage of two Injury Damage markers which ignores the Cover Rule. *
- 0-2 Sergeant Training ($50): Model gains the Order rule. *
The following option may be taken only when a model with Name: Selina Kyle is in the crew:
- 0-1 Feline Stalk ($200): Model gains Tracking rule.*
Equipment marked * cannot be affected by the Broken Equipment rule.
Joker Crew
- 0-2 Magazine ($200): +1 to Ammunition for one weapon.
- 0-2 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.
- 0-2 Clown Paint ($150): Model gains the Distract rule.
- 0-2 Flare ($300): Model gains the Flare rule.
- 0-1 Neurotoxic Drugs ($250): Model gains the Fast and Dodge rules.
- 0-1 Improvised Armor ($150): Model gains the Hockey Gear rule.
- 0-1 Gas Mask ($100): Model gains the Gas Mask rule.
- 0-1 Antidote ($100): Model is immune to the Poison effect.
The following option may be taken only when a model with Alias: Joker is in the crew:
- 0-2 Nerve Gas ($200+3 Rep Points): Model gains the Sturdy rule.
The following option may be taken only when a model with Name: Harleen Quinzel is in the crew:
- 0-1 Sexy Costume ($300+5 Rep Points): Model gains the Disarray rule.
- 0-1 Pole Dancer ($100): Model gains Escape Artist rule.
The following option may be taken only when a model with Alias: Gaggy is in the crew:
- 0-1 Enhanced Gas ($200) (Can only be Purchased by Leaders & Sidekicks): When an enemy model within 8" suffers the Enervating effect is increased by +1.
The following option may be taken only when a model with Name: Duela Dent is in the crew:
- 0-1 Rusty Tools ($200+2 Rep Points): Model gains the Cruel rule.
The following option may be taken only when a model with Name: Mr. Hammer is in the crew:
- 0-1 Brutal Training ($150): Model gains the Savage Fighter rule.
Penguin Crew
- 0-2 Magazine ($200): +1 to Ammunition for one weapon.
- 0-2 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.
- 0-2 Laser Sight ($150): Model gains the Laser Sight rule.
- 0-2 Camo Vest ($300): Model gains the Stealth rule.
- 0-2 Radio ($100): This model is always treated as though it were within range of the Inspire rule.
- 0-1 Backpack ($100): Model gains the Backpack rule.
- 0-3 Improvised Armor ($100): Model gains the Hockey Gear rule.
- 0-1 Helmet ($300): Model gains the Hardened rule.
The following option may be taken only when a model with Name: Oswald C. Cobblepot is in the crew:
- 0-1 Ostentatious Clothes ($200+2 Rep Points): Model gains the Goad rule.
The following option may be taken only when a model with Alias: Penguin (Arkham Knight) is in the crew:
- 0-1 Grow in the Street ($150): Model gains Plead rule.
The following option may be taken only when a model with Name: Sickle is in the crew:
- 0-1 Brutal Training ($100): Model gains the Savage Fighter rule.
Soldiers of Fortune Crew
- 0-2 Magazine ($200): +1 Ammunition for one weapon.
- 0-2 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.
- 0-1 Titan Dose ($100): Model gains one Titan Dose.
- 0-1 Night Vision Goggles ($200): Model gains the Night Vision rule.
- 0-3 Venom Dose ($100): Model gains one Venom Dose.
- 0-1 Backpack ($100): Model gains the Backpack rule.
- 0-2 Antidote ($150): Model is immune to Poison effect.
- 0-1 Neurotoxic Drugs ($250): Model gains the Fast and Dodge rules.
- 0-2 Camo Vest ($300): Model gains the Stealth rule.
- 0-3 Gas Mask ($150): Model gains the Gas Mask rule.
The following options may be taken only when a model with Name: Bane is in the crew:
- 0-1 Handcuffs ($100): Model gains the Arrest rule.
- 0-1 Venom Laboratory ($100+5 Rep Points)* (Can only be purchased by Leaders or Sidekicks): All model in your crew can use more than 1 Titan Dose per game. This bonus remains in play even if this model is removed from play or leaves the board. Also, the cost of Venom Doses in the equipment list is reduced to $50.
- 0-2 Venom Applicator ($0+2 Rep Points): This model can use Titan and Venom Doses on a friendly model in contact.
The following options may be taken only when a model with Name: Bird is in the crew:
- 0-2 Military Progress ($150): Model gains Veteran rule.
The following option may be taken only when a model with Alias: Scarecrow (Arkham Knight) is in the crew:
- 0-1 Fear Gas Dispenser ($250): Model gains the Inspire Fear rule.
- 0-1 Secret Laboratory ($100+2 Rep points)* (Can only be purchased by Scarecrow): At the start of the game you can chose up to 2 henchmen in your crew. These models let you use Scarecrow Inspire Fear from those models position as if Scarecrow would be placed over there. The Willpower roll caused by any Inspire Fear suffers a +1 Penalty to the roll.
The following option may be taken only when a character with Name: Jason Todd is in the crew:
- 0-2 Radio ($50): This model is always treated as though it were within range of the Inspire rule.
- 0-1 Hidden Magazines ($200) (Only can be taken by Jason Todd): +1 Magazines to one weapon.
- 0-1 Cybernetic Arms ($50) (Can only be purchased by Jason Todd): Gains Reinforced Gloves. rule.
- 0-1 Arkham Knight Secret Armoury ($100): One ranged weapon of this model gains the Acid rule.
- 0-1 Hook Pistol ($400) (Can only be purchased by the Jason Todd, and only if he is the Boss): Gains the Grapplegun and the following ranged weapon:
| Weapon | Damage | RoF | Ammo | Special rules |
|---|---|---|---|---|
| Electric Hook | Two Stun Damage markers | 1 | 2 | Short Range / Mechanical / Electric / Devastating |
The following option may be taken only when a model with Name: Slade Wilson is in the crew:
- 0-1 Martial Training ($150): Model gains the Martial Artist and Master Fighter rules.
- 0-1 Contract ($0)* (Can only be purchased by Slade Wilson): Gains rank Sidekick of [Affiliation icon].
Equipment marked * cannot be affected by the Broken Equipment rule.
Court of Owls Crew
The following options may be taken only for Henchman and Free Agents models:
- 0-2 Magazine ($200): +1 to Ammunition for one weapon.
- 0-2 Climbing Claws ($200): Model gains the Climbing Claws rule.
- 0-1 Antidote ($200): Model is immune to the Poison effect.
- 0-2 Camo Vest ($100): Model gains the Stealth rule.
- 0-1 C-4 ($300): Model gains the Explosive Gel rule.
- 0-1 Gas Mask ($150): Model gains the Gas Mask rule.
- 0-1 Grapple-gun ($400): Model gains the Grapple-gun rule.
- 0-1 Ancient Weapon ($200): Model's close combat weapon attacks gain Bleed:1.
- 0-3 Genetic Alteration ($100): Model gains the Fast rule.
- 0-2 Hunter Training ($200): Model gains the Tracking rule.
- 0-2 Ancient Training ($150): Model gains Master Fighter rule.
- 0-1 Mixed Martial Arts ($150): Model gains Combat Flip rule.
The following option may be taken only when a model with Name: Lincoln March is in the crew:
- 0-1 Talon Serum Infusion ($200) (Can only be purchased by Lincoln March): Once per game, at the start of the Raise the Plan phase, choose up to three friendly models with the Reanimated Owl trait. Those models gain 1 additional Strength die to their attacks until the end of the round, but then at the Recovering phase (when resolving effects) suffer one Injury Damage marker.
The Riddler Crew
- 0-2 Magazine ($200): +1 to Ammunition for one weapon.
- 0-2 Grapple-gun ($300): Model gains the Grapple-gun rule.
- 0-2 Flare ($300): Model gains the Flare rule.
- 0-2 Enigma Data-Pack ($150): Model gains the Distract rule.
- 0-1 Broken Equipment ($250): Before Phase A of the pre-game sequence choose one item of equipment purchased by the opposing player before the game begins. That item may not be used during the game.
- 0-1 Gas Mask ($200): Model gains the Gas Mask rule.
- 0-2 Another One! ($200): This model gains the Drop a Riddle Trait.
- 0-1 Weird Ammo ($100): This model choose one: Enervating 2 or Anti-Tank. Its ranged weapons gain that rule.
- 0-1 Inspiration ($100): When this model plays an Objective card, it may immediately take 1 card from its Spent Resource pile and add it to its controller's hand.
- 0-1 Level Up ($150) (Can only be purchased by the Riddler): Enemy models suffers the Slow 2 effect when Revealing a Suspect marker. Also, at the start of your first Raise the Plan phase, you may place up to 2 friendly Suspect markers at least 4" away from your Deployment zone.
The following option may be taken only by models with the Bot trait:
- 0-1 Battle Bot ($250+3 Rep Points): Model gains the Claws rule.
- 0-1 Shock droid ($50): Model gains the CRT: Stunned rule.
- 0-1 Improved Chassis MK ($50): The model gains Tireless rule.
The following option may be taken only when a models with Alias: The Riddler (Arkham Knight) or The Riddler's Mech (Arkham Knight) is in the crew:
- 0-1 Improved Armor ($250+2 Rep points)* (Can only be purchased by the Riddler): Bots in your Crew gain Light Armor Trait.
- 0-1 Enhanced Servo-engines ($150)* (Can only be taken by Riddler's Mech): Riddler's Mech gains +1 to Movement and Combo: Mechanic Claw.*
Equipment marked * cannot be affected by the Broken Equipment rule.
Mr. Freeze Crew
- 0-2 Magazine ($200): +1 to Ammunition for one weapon.
- 0-1 Grapple-gun ($150): Model gains the Grapple-gun rule.
- 0-2 Bulletproof Vest ($150): Model gains the Bulletproof Vest rule.
- 0-1 Med-pack ($300): Once per game, during this model activation, remove 2 Damage markers from a model in contact.
- 0-1 Scope ($300): One of the model's ranged weapons gains the Scope rule.
- 0-1 Gas Mask ($150): Model gains the Gas Mask rule.
- 0-1 Cool Generator ($300): Model gains the Stop! rule.
- 0-1 Improvised Armor ($150): Model gains the Hockey Gear rule.
The following option may be taken only when a model with Name: Victor Fries is in the crew:
- 0-1 Freeze Generator ($150): Model gains Shockwave rule.
- 0-2 Engineer Training ($100): Model gains Handyman rule.
- 0-1 Cryo-Blast ($50): Model gains Bluff rule.
Equipment marked * cannot be affected by the Broken Equipment rule.
League of Assassins Crew
- 0-2 Magazine ($200): +1 to Ammunition for one weapon.
- 0-1 Loyalty Tattoo ($200): Model gains the Bodyguard rule.
- 0-1 Climbing Claws ($100): Model gains the Climbing Claws rule.
- 0-1 Trained in the Shadows ($300): Model gains the Hidden rule.
- 0-1 Gas Mask ($150): Model gains the Gas Mask rule.
- 0-1 Grapple-gun ($400): Model gains the Grapple-gun rule.
- 0-2 Combat Bracers ($150): The model's close combat weapons and unarmed attacks gain the Defensive weapon special rule.
- 0-1 Venom Dose ($100): Model gains one Venom Dose.
- 0-1 Precise Orders ($150): Model gains Chain of Command.
The following option may be taken only when a model with Name: Ra's Al Ghul is in the crew:
- 0-2 Ancient Weapon ($150+1 Rep Point): Model's close combat weapon attacks gain Bleed:1.
The following option may be taken only when a model with Name: Talia Al Ghul is in the crew:
- 0-1 Shadow Training ($200): Model gains the Undercover rule.
The following option may be taken only when a character with Name: Nyssa Al Ghul is in the crew:
-
Bow Training ($100): Model gains the Shooter rule.
-
Traditional Way ($0)* (Can only be chosen when Nyssa Al Ghul Arkham Knight is the Boss): this Crew can't recruit models with weapons with firearm or beam rules, instead this Crew Affiliate Henchman can buy this equipment:
- 0-2 Bow ($150):
| Weapon | Damage | RoF | Ammo | Special rules |
|---|---|---|---|---|
| Bow | Two Injury Damage markers | 1 | 2 | Mechanical / Aim |
- 0-2 Katana ($100+5 Rep Cost):
| Weapon | Damage | RoF | Ammo | Special rules |
|---|---|---|---|---|
| Katana | Two Injury Damage markers | 1 | 2 | Handy / Sharp |
The following option may be taken only when a model with Alias: Lady Shiva is in the crew:
- 0-1 Unarmed Combat Training ($150): Model gains the Close Combat Master rule.
The following option may be taken only when a model with Alias: Cheshire is in the crew:
- 0-1 Poison Training ($50): Model gains the Poison Master rule.
The following option may be taken only when a model with Alias: Bane is in the crew:
- 0-2 Military Progress ($150): Model gains the Veteran rule.
Equipment marked * cannot be affected by the Broken Equipment rule.
Birds of Prey Crew
Superscript numbers ¹ ² ³ in the list below are footnotes, explained at the end of this list.
- 0-2 Titanic Mutation² ($150): Model gains one Titan Dose.
- 0-1 Sense Mutation¹ ($100): Model gains the Night Vision rule.
- 0-2 Extra Spores¹ ($200): +1 to Ammunition for one weapon.
- 0-2 Spikes Mutation¹ ($200): Model gains the Claws rule.
- 0-1 Luminescent Mutation¹ ($100): Model gains the Lantern rule.
- 0-1 Large Roots¹ ($200): Models moving within this plant action radius suffer Impaired Movement.
- 0-1 Grapple-gun² ($300): Model gains the Grapple-gun rule.
- 0-1 Camo Vest² ($300): Model gains the Stealth rule.
- 0-1 Mutation Serum² ($200+3 Rep. points): Model gains the Tough Skin and Desensitized rules.
- 0-2 Mutant alterations² ($150+2 Rep. points): Model gains the Adaptable rule.
- 0-3 Corrosive Blood ($50): When this model becomes a casualty, all models in Contact must pass an Endurance roll or receive one Injury Damage marker.
- 0-1 Ancient Plants¹,³ ($200+40 Rep. points): Model gains Large, +1 all Basic Skills except Endurance, +4 Endurance, Tough Skin, and the next Trait: Millennia-old Roots: The action area radius is increased to 6".
The following option may be taken only when a model with Name: Dr. Pamela Lillian Isley is in the crew:
- 0-1 Modified Pheromones² (5 Rep Points+$150) (Can only be purchased by Leader, Sidekicks or Free Agents): When using the Control Pheromones trait, all models in the crew can target up to 2 enemy models instead of 1. Resolve the effect one a time.
The following option may be taken only when a model with Name: Alec Holland is in the crew:
- 0-1 Passage ($200): Model gains the Undercover rule.
Footnotes to the Birds of Prey list:
- Only Plants can purchase this equipment.
- Plants cannot purchase this equipment.
- This Equipment cannot be affected by the Broken Equipment rule.
Organized Crime Crew
- 0-3 Magazine ($150): +1 to Ammunition for one weapon.
- 0-1 Bribe ($100): Model gains the Informer rule.
- 0-1 Kevlar Vest ($300): Model gains the Kevlar Vest rule.
- 0-2 Grapple-gun ($250): Model gains the Grapple-gun rule.
- 0-1 C-4 ($250): Model gains the Explosive Gel rule.
- 0-1 Gas Mask ($150): Model gains the Gas Mask rule.
- 0-1 Silencer ($200): One of the models ranged weapons gains the Silencer rule.
- 0-1 Mechanic ($100): Model gains Repairman rule.
- 0-2 Brass Knuckles ($200): Model gains the Reinforced Gloves rule.
- 0-1 Lock picks ($100): Model gains the Runaway rule.
- 0-2 Backpack ($100): Model gains the Backpack rule.
- 0-2 Morphine ($150): Model gains the Sturdy rule.
- 0-1 Rusty Tools ($300+3 Rep Points): Model gains the Cruel rule.
The following option may be taken only when a model with Name: Roman Sionis is in the crew:
- 0-1 Psychotic ($150) (Can only be purchased by Black Mask): Gain Protect Me! rule.
The following option may be taken only when a model with Name: Carmine Falcone is in the crew:
- 0-1 High Confidence ($200): Model gains the Sturdy and Mobster rules.
The following option may be taken only when a model with Name: Salvatore Maroni is in the crew:
- 0-2 Mafia ($100): Model gains the Criminal rule.
The following options may be taken only for Elite Gangster model:
- 0-1 Old-School Training ($50): Model gains the Veteran rule.
- 0-1 Loyalty Tattoo ($100): Model gains the Bodyguard rule.
The following options may be taken only when a model with Name: Harvey Dent is in the crew:
- 0-1 VOTE HARVEY DENT Banner ($350+5 Rep Points): Your Leader's Inspire rule has a 12" radius instead of 8".
- 0-1 Gunslinger ($150): Model gains Dirty Fighter rule.
The following option may be taken only when a model with Name: Jervis Tetch is in the crew:
- 0-1 Broken Equipment ($250): Before Phase A of the pre-game sequence choose one item of equipment purchased by the opposing player before the game begins. That item may not be used during the game.
- 0-2 Weird Device ($200): Model gains the Goad rule.
- Trained Mind ($100): Model gains Desensitized rule.
- 0-1 Rhyme with Me ($200): Model gains Disarray rule.
- 0-3 Masks of Wonderland ($200): When choosing this equipment, choose only one of the following masks:
- 0-1 Queen of Hearts mask: model gains Assassin:2 and Order rules.
- 0-1 White Rabbit mask: model gains Fast and Tireless rules.
- 0-1 Cheshire Cat mask: model gains Stealth and Climbing Claws rules.
The following option may be taken only when a model with Name: Alexander Joseph Luthor is in the crew:
- 0-1 Advanced Weaponry ($200): One of this model ranged weapons gain the Accurate rule.