batman quick reference
DESCRIPTION
Batman Quick ReferenceTRANSCRIPT
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SKILL ROLLS
1 Take the LeadTake a counter from the bagThe owner of this counter chooses whoRaises the Plan first.
2 Raise a PlanFirst player distributes his Action Counters, then second Player.N of counters* = WILLPOWER*(-1 counter per 2 Damage Markers)
3 Execute the PlanPlayers takes turns Activating miniatures.Begins the player who Raised the Plan firstPASS: the player with less number of miniatures can Pass as many times as the difference of miniatures, but only 2 times in a row.
4 Casualtiesa) Effects are solved.b) VP count.c) Characters try to Recover
Agility RollSuccess; 1D6 = or < MOVEMENT
Willpower RollSuccess; 2D6 = or < WILLPOWER
Endurance RollSuccess; 2D6 = or < ENDURANCE
GAME SEQUENCE VICTORY POINTS
ATTACK
RECOVER
MOVEMENT
LOOT: 1VP to the player who controls it.ENIGMA: Owner 3VP/1VP; Enemy 1VP/0VPTITAN CONTAINER: 2VP to the owner.AMMO CRATE: 3VP to the owner.
Recover Stunroll 1D6 (+1D6 per SC spent)per each 4+ result remove a (O) marker
Recover from K.O.Endurance Roll.if success remove 1 (O) marker and continue playing.
Move = BMC + (1D6 x MC spent)Jump Capacity = BMC/2
STRIKE (costs 1 AC per Strike)1 Strike = 1D6 to Impact
GRAB (cost +1 SC)If Damaged = Target Immobilized..
PUSH (cost +1 SC)If Damaged = Target Moved.
SHOOT (costs 2 AC)1 Shoot = 1D6 Impact x Rate of Fire
IMPACT ROLL; roll 1D6If D6 = or > target DEFENSE* = Damage Roll*Numerical Inferiority -1 to target DEFENSE.*Defensive Positioning +1 to target DEFENSE.
COLLATERAL DAMAGE; +1D6 different colorEverytime you make a Damage Roll, roll 1D6 extra.If result = D6 Damage roll, target Knocked Down.
CRITICAL DAMAGE - CRTIf result = 6, target gets 1 extra (O) Damage Marker.If a rule has CRT, the CRT effect substitutes this Damage Marker.
BLINK!Roll 1D6 per each obstacle in the shoot trajectory.If exceeds the roll difficulty, shoot hits the Obstacle4+. walls, other miniatures5+. urban furniture, trees, fences, etc.6+. domestic furniture, barbed wire, tables, chairs, etc.
BLOCK (costs 1 DC per D6)If D6 = or > ATTACK, Cancels Impact
STAND UP (costs 1 Action Counter)The miniature stands up.
TAKE COVER (costs 1 SC)Next to an Obstacle; Blink! Roll +1.
MANIPULATE (costs 1 MC)Next to an item or carrier of an item.
CLIMB Vertical obstacle (costs 1 MC)Disabled Movement
JUMP A GAP (costs 1 MC)Maximum gap size = BMC
SPRING INTO THE AIR (costs 1 MC)distance = or < BMC no penalty.
5cm. > BMC = 1 (O)*
6 a 10cm. > BMC = 1 (X)*
11 a 15cm.> BMC = RESISTANCE (X)*
16 or more cm. > BMC = Casualty.
*(Agility Roll or gets Knocked Down).
TERRAIN OR DIFFICULT OBTACLE (costs 1 MC)
Disabled MovementEach cm moved costs 2cm from BMC.
RUN (costs 1 MC + 1 SC)BMCx2 (can not perform any more movement actions)
Move around Arkham City
CASUALITY KO
LEADER OR BAND LEADER 6VP 4VPSIDEKICK 4VP 2VPFREE AGENT 4VP 3VPHENCHMAN 2VP 1VP