batman quick reference

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SKILL ROLLS 1º – Take the Lead Take a counter from the bag e owner of this counter chooses who Raises the Plan first. 2º – Raise a Plan First player distributes his Action Counters, then second Player. Nº of counters* = WILLPOWER *(-1 counter per 2 Damage Markers) 3º – Execute the Plan Players takes turns Activating miniatures. Begins the player who Raised the Plan first PASS: the player with less number of miniatures can Pass as many times as the difference of miniatures, but only 2 times in a row. 4º – Casualties a) Effects are solved. b) VP count. c) Characters try to Recover Agility Roll Success; 1D6 = or < MOVEMENT Willpower Roll Success; 2D6 = or < WILLPOWER Endurance Roll Success; 2D6 = or < ENDURANCE GAME SEQUENCE VICTORY POINTS ATTACK RECOVER MOVEMENT LOOT: 1VP to the player who controls it. ENIGMA: Owner 3VP/1VP; Enemy 1VP/0VP TITAN CONTAINER: 2VP to the owner. AMMO CRATE: 3VP to the owner. Recover Stun roll 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 1D6 If D6 = or > target DEFENSE* = Damage Roll *Numerical Inferiority -1 to target DEFENSE. *Defensive Positioning +1 to target DEFENSE. COLLATERAL DAMAGE; +1D6 different color Everytime you make a Damage Roll, roll 1D6 extra. If result = D6 Damage roll, target Knocked Down. CRITICAL DAMAGE - CRT If 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 Obstacle 4+. walls, other miniatures 5+. 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) e 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 = ½ RESISTANCE (X)* 16 or more cm. > BMC = Casualty. *(Agility Roll or gets Knocked Down). TERRAIN OR DIFFICULT OBTACLE (costs 1 MC) Disabled Movement Each 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 4VP SIDEKICK 4VP 2VP FREE AGENT 4VP 3VP HENCHMAN 2VP 1VP

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Batman Quick Reference

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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