Hola a todos.
Os dejo aquí la armadura que usó Bruce Wayne para enfrentarse a la Liga de la Justicia.
Hasta otro día.
Haldrich
Hola a todos.
Os dejo aquí la armadura que usó Bruce Wayne para enfrentarse a la Liga de la Justicia.
Hasta otro día.
Haldrich
Hola a todos.
Hoy os traigo a Jarro, la adorable estrella intergaláctica adoptada por Batman.
Hasta otro día.
Haldrich
COMPENDIUM:
THIRD EDITION NEW TRAITS CONVERTED TO SECOND
Accelerated Venom: When this model spends a Venom
Dose, instead of receiving the normal effects it may instead choose one of the
following effects:
- When this model performs a Movement action, you may
place any model it came in contact with at any point 2” away.
- Stun damage this model deals this activation is
converted to Blood damage.
Always Illuminated: This model is considered
Illuminated.
Always On The Move: This model can interrupt its Basic
Move Action, perform an Attack action, and then continue with its Basic Move
Action.
Alpha: This model´s Attack and Defense cannot be
reduced by any means.
Anaphylactic Shock: When this model successfully Hit
an enemy model, the targets suffer the Enervating X effect, where X is the
number of Hits obtained.
Barrage (1SC): During this round, this model can
target any model with a Ranged Attack ignoring Line of Sight and Cover, but
then suffers -1 to Hit and Damage Rolls.
Bat Beacon (3SC): Target any point on the table within
6”. Place an Explosive Template centered over it and roll 2D6. All affected
models with a Willpower value less than the result suffer Scared and are Pushed
2“. If this model is affected, it may be placed anywhere within 4” of its current
position. This model ignores the effects caused by this trait. This model only
can use this trait once per game.
Batman Lives: This model may perform an extra Movement
action at the start of its activation if no enemy models have LoS to it (no MC
can be used during this Movement). When in contact with a KO enemy model that
does not have Affiliation: The Brave & The Bold/Batman, this model may
remove it as a Casualty by spending 1SC. 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 you must reduce the maximum number of
Free Agents in your crew by 1.
Bat-Signal (2SC): 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.
Bionic Eye: This model may see at any distance,
limitedonly by line of sight and intervening scenery. In addition, this model
may spend 2 SC before making a Ranged Attack to gain a +1 to its Hit Rolls.
Biting: Enemy
models that, in any time during their activation, are within 6” of this model,
suffer Enervating (1).
Brawler:
This model gets +1 DC for each Succesful
Hit it receives.
Breaking
the Bat: When targeting the Enemy Boss this model causes a Critical on a
collateral result of 4, 5, or 6. After resolving the attack action it may
displace the target Boss up to 4“.
Changing
the Tempo (2SC): Choose one of the folloing:
•
This model Inspire range and Legendary Solo range is increased by 4”.
•
Friendly models within 4“ can reroll Willpower, Agility, Strength or Endurance Rolls.
This
effect lasts until this trait is used again.
Cold
Acclimation: This model is immune to Cooled and Freeze effects.
Computer
Intrusión: This model gains +1 to its Hit Rolls and to its Block Rolls against
model with Bot or Cybernetic trait. In addition, this model can spend 1 SC to
control and dispute objectives within 4” instead of in base contact until the
end of the round.
Configurable
Weapon (3SC): This model can only use one of its Weapons, choose it during your
first Raise the Plan phase. This model can spend 3 SC to change the selected
weapon to the other.
Conundrum
Champion (1SC): Target a model within 8” and line of sight. The target must
perform a Willpower roll or suffers the Enervating 2 effect.
Coordination:
Keyword (2SC): Target a friendly model in LoS within 8” of this model that
share the Keyword trait with this model. That model gains up to 3 action
counters that must be spent immediately, they do not need to be assigned into
the corresponding slots. All action counters not used are lost.
Cryo-Armor
(X): This model can spend up to X SC to subtract X dice from the enemy damage roll against this model.
Cryo-Charge
(1SC): The next attack performed by this model during this activation gains
CRT: Freeze.
Cryo-Grenade
(2SC): Target a model or a point on the table within 8” and place an explosive
template. All models affected without the Cold Acclimation trait suffer Cold
rule. This model can use this trait once per round.
Dark
Influence: This model may only be placed
in play by the Freed rule, or when recruited into a The Batman Who Laughs Team.
Detonate (2SC) At the end of D5 pregame sequence deploy
6 bomb markers (30mm) at least 2” away from other markers. Once per round if
this miniature is within 16“ of a Bomb marker it can be “denotated”. roll a
Damage roll for against each model affected (Firearm rules). In a success
models suffers (Blood Blood) damage. Remove the Bomb marker. This action
doesn’t count as an attack action.
Disposable Minions (2SC, passive): If this model is
hit by an enemy attack (any type), it can choose a friendly model with the He
Freed Me trait within 4” and LoS to receive the attack instead.
Don’t Mind Me: Until it makes an Attack action, this
model receives 2 free Defense Counters each time it is attacked with a Melee
Attack. This may take the number of assigned Action Counters above a model’s
normal maximum.
Dots Suit (Passive): It does not treat a Jump as
Impaired Movement. This model does not spend any MC to Jump. In addition, when
a friendly model within 8” and LoS becomes the target of an attack, this model
may spend 1 SC, to remove up to 1 dice from the Hit Roll. A model can use this
trait only once per attack. This model cannot buy any equipment.
Drag (1SC): If this model passes within 2” of one or
more friendly models during a movement action. It may target one of those
models and place it in base contact. The chosen model cannot have a base larger
that 30mm and must forfeit its next activation entirely. This model cannot use
the drag trait in two consecutive activations.
Drop It! (1SC): Target an enemy model within 8” and
LoS. That model must pass a Willpower Roll or cannot dispute objectives until
the end of the round. This model can use this trait once per round.
Duo (X): When this
model is included in a crew that also contains the model names in parentheses,
one of them ignores its Rank for the purposes of crew configuration.
Electromatic Control Device (2SC):
Place an Event marker within 4” (no closer than 2“ of another marker).
You can place within 4” enemy models that are within 4” of that marker when is
placed. In addition, all enemy models that stay within 4” of that marker during
its activation, suffer Enervating 2. Remove the marker at the start of Recount
Phase.
Emotion Control: At the start of this model’s
activation, choose one of the following effects. Until the end of the round,
this rule affects all enemy models while they are within 8” of this model.
1. Love: Affected models deal 1 less total damage with
attacks and traits (the model suffering thedamage chooses the type).
2. Fear: Affected models suffer -1 to their Attack and
Defense dice rolls.
3. Anger: Affected models suffer 1 additional damage
with attacks and traits (the model inflicting the damage chooses the type).
4. Sadness: Affected models suffer +1 to their
Willpower, Agility and Endurance Rolls.
Enemies of the Court: If an enemy Leader, sidekick or
Free Agent is removed as Casualty, this model gains +2 SC. This SC may take the
number of assigned Action Counters above the normal maximum.
Energy Absorption (1SC): All the damage inflicted by
this model melee attacks this round, inflicts Blood instead of Stun. In
addition, per each successfull non-blocked hit, this model removes 1 damage.
Evidence Tampering: If this model controls an enemy
objective marker during the recount phase it scores +1 VP as long as this
objective marker is not placed inside your deployment zone. This bonus is not
cumulative for the same objective marker. This special trait cannot be applied
to Objectives that not grant fixed VP during the recount phase (for example Owl
markers, Riddle markers, Bat-Signal or Contraband markers).
Explosive Sense: All friendly models whitin 6” of this
model, that are going to be affected by an Explosive template, impose a -1 to
the Hit and Damage Rolls.
Explosive Teeth (2AC): Target a model or a point on
the table within 8” and place an explosive template centered on it, roll a
Damage roll for against each model affected (Firearm rules). In a success
models suffers (Blood Blood) damage. This action doesn’t count as an attack
action.
Faint: When this model becomes KO, it is also removed
as a Casualty.
Falconry (1SC): Until the end of the round, this model
can perform ranged attacks against enemy models within 16”, ignoring cover and
LoS.
Fight Me! (1SC, Passive): If a friendly model within
4” of this model and LOS suffers any number of hits fron an attack, this model
may take the hits instead, and all the effects of that attack.
Find the Better Joker: When an enemy model would be
removed as a Casualty within 8” of this model, you may place a new model with
the Alias: Joker´s Victim X, in contact before removing that model. You may not
have more than 4 models with that Alias in play at the same time.
Frightening Reputation: If this model is not KO, when
targeting or targeted by a model with the Henchman rank, this model gains +1
dice to its to Hit and Block Rolls.
Fully Equiped: This model cannot purchase Equipment.
Gang Lord: When this model is your crew’s Boss,
friendly models with the Gangster trait may suffer Enervating +X when
performing a Move (up to a maximum total value of Enervating 3). For every
point of Enervating they suffer voluntarily, they add +2” to their basic
movement distance that activation.
Gangsters: For every 2 models with this trait in your
crew at the start of the game, gain 1 Blood Money counter. During the
activation of a friendly model with the Gangsters trait, you may spend 1 Blood
Money counter to gain the following rules until the end of that activation:
• The model may move and make a ranged attack with -1 ROF, but suffers -1 to hit.
• The model’s ranged weapons gain the Light rule.
• When this model performs an Attack action, pick
another friendly model with the Gangsters trait immediately, and place it up to
4” from its original position.
Green Web (2SC): Target friendly model with the Plant
trait within 8” of this model can gain up to 4 AC and can perform an “Attack
Action” immediately. This trait can be used once per round.
Grudge Match (2SC): This trait must be declared at the
same time of declaring an attack. One enemy model targeted by this attack must
reroll successful Block Rolls.
Hacking Objectives (3SC): This model may move up to 2
Objectives Markers within 8” up to 4”. Objectives Markers cannot be placed on
scenery elements except markers that can be deployed on them during D2 pregame
sequence.
Haughty: When this model performs an Attack against a
model with a lower Reputation cost than its own, it must first lose 1 AC.
He Freed Me: This model can only be recruited if the
crew also includes The Batman Who Laughs model.
Horde: This model can be recruited up to four times in
a crew, regardless of its Name.
Hunter: When this model is going to make an Attack
action against a model that is already activated this round, it gets 1 free
additional Special Counter.
Hypnotic Radio Waves (2SC): A model with this Trait may choose a
nonvehicle enemy model with henchman range within 5” and in LoS. The target
immediately suffers the Hypnotize effect. A model can use this trait once per
round.
Ice Queen (1SC): Until the end of the round each
friendly model with Mr. Freeze affiliation within 4“ can reroll any single die
from any roll once per round.
I am Chaos (2SC): Each enemy model within 8” must pass a Willpower Roll or
their score -1 VP (to a minimum of 1) for controlling objectives until the end
of the round.
Incorruptible: This model can only be included into a
Crew with a Boss that have its same affiliation.
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 controls one of your Objectives Markers, this model takes 1 Blood
damage. 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 can return this model to play, placing it
anywhere within your deployment zone. This model only grants VP point for
casualty once per game. This model cannot control objectives and it can only
dispute friendly objectives. This model can manipulate objectives.
Interrogation: When this model completes a Special
Close Combat Action that scores at least one successful hit, this model or
another friendly model, can make a free move of 4” o reallocate up to 2 Action
Counters. In addition, this model can always use a close combat weapon instead
of attacking unarmed when performing Special Close Combat Actions.
Kite: While performing a Move action, this model
increases the maximum distance it can move by 2” for each Marker (objective,
sewer or lampost) 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.
Lazarus Pit Owner: Once per turn, this character can
manipulate Lazarus Pit Objective wihout spending MC. The Willpower Roll is
passed automaticallly.
Leading from the Shadows: If this model is your crew
Boss, while this model is not on the gaming area (and not remove as Casualty),
its Inspire rule affects all the gaming area.
Legendary Solo: All friendly models within 4” of this
model (but not the activated model itself) gain 1 free additional Action
Counter (it may be assigned to Movement, Attack, Defense or Special). This may
take the number of assigned Action Counters above a Henchman’s normal maximum.
In addition. when this trait is activated all enemy models within 4” lose 1
Action Counter at your choice. A model can use this trait only once per round.
Let´s Ride (2SC): Once per round, choose another model
within 6” and line of sight. If the target is a friendly model, it gains two
Attack Counters or 2 Defense Counters (This may take the number of assigned
Action Counters above a character´s normal maximum). If the target model is an
enemy, it immediately suffers the Enervating 2 effect.
Lieutenant (Black Mask): If the crew contains a model
with Alias Black Mask, this model reduces its funding cost to 0. In addition,
if this model spends 1SC all friendly Henchmen within 4” of this model (but not
the activated model itself) gain 1 free additional Action Counter (it may be
assigned to Movement, Attack, Defense or Special). This may take the number of
assigned Action Counters above a Henchman’s normal maximum. A model can use
this trait only once per round.
Like Flies to Me: When this model is the target of a
Melee attack, the attacker must treat this model´s Defense value as equal to
the attacker´s Strength value.
Living Arsenal: Each time this model performs a Ranged
Attack, choose one of the following special weapon rules to apply:
• Medium Range (replace existing Range rule) and
Scope.
• Explosive (reduce ROF to 1) and Anti-Tank.
• Assault/2 and Red Dot.
Manipulative: When this model is in your crew, you may
redeploy up to two friendly models before Phase D4 of the pre-game sequence. In
addition, during each of this model´s activations you may nominate one enemy
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.
Master Torturer: If this model is not suffering KO,
enemy models within 6” suffer -1 to its Willpower value when performing
Willpower rolls. In addition, when a friendly model within 6” would remove an
enemy model as a Casualty or inflict KO with a Melee attack, you may choose not
to remove it from play or inflict KO. The opponent immediately removes up to 3
damage markers. Then you score 2 VP and can move that enemy model up to 2“.
That enemy model loses all its action counters.
Meow: After D5 pre-game sequence this model may place
3 Cat Markers anywhere on the Board Game, at least 2” away from another
markers. If this model starts its activation within 6” of a Cat Maker, this
model can be placed in contact with that marker before removing it.In addition,
if this model is is hit by an attack, you may place this model in contact with
a friendly Cat marker within 6“, and ignore that attack. Then, remove that Cat
marker.
Mindless Monster: At the start of this model´s
activation target the closest enemy model. If this models attacks it during its
activation it gets 1 additional dice to the Hit Roll.
Observation: While this model is not activated this
round, it gains +1 to its Block rolls, while making an attack against an
activated model this round, it gains +1 to Hit Rolls and causes a Critical on a
collateral result of 5 or 6.
Only 20% of Taxes! (2SC): Target a model within 8” and
LoS. That model must pass a Willpower roll with a -2 Willpower penalty, if it
fails, choose 1 of the target’s traits. Until this model uses this trait again,
or is removed from the game, that model cannot benefit from that trait.
Pollination: If this model controls an objective
within a friendly plant “action zone”, it scores 1 additional VP.
Poisoned Fish (2SC): Select an enemy model within 8”.
That model must perform an Agility Roll or suffers 1 blood damageand the Poison
effect.
Power Supply: This model starts the game with 3 Power
counters. Once per model activation, this model can spend 1 Power counter to
gain all the following effects:
• During its activation: This model gains 4” to its
Basic Movement Distance.
• 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 until the end of the round.
In addition, this model can Manipulate a Streetlamp marker
to gain 2 Power counters.
Provoke (2SC): Target an enemy model within LOS. That
model must pass a Willpower Roll or can only target with an Attack action this
model until it is removed as a Casualty or this model uses this trait again.
Quilt´s Helmet: This model can see any model within 8”
of it, ignoring any other rule and scenery and ignores the Blind effect. In
addition,this model may spend 3SC to target an enemy model within 6”, that
model suffers the Hypnotize effect. This model may only purchase up to 1
Equipment.
Rapid Reload (2SC): This model
count as having reloaded its weapons with Reload.
Reverberation (1SC): Use this
trait at the same time that a Canary Cry trait, to reduce for the duration of
that Canary Cry the Willpower skill of the affected models by -1. Also, you may
push away 3” to any models that suffer damage during the Canary Cry trait.
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).
Season Criminal: At the end of every round, check the
total Victory Points scored by all players. For every full 12 VP scored,
Calendar Man gains one of the following benefits, advancing one step on the
list for each 12 VP scored.
Shadowed Nightmare: Instead of deploying this model
normally you may keep it off the table. However action counters must be
distributed during Raise the Plan phase. At the beginning of one of this model
owner´s activations, if an enemy model is in base contact with an objective
marker, this model may be placed within
8” of that objective and all enemy models with Rank Henchman within 6” suffer
Enervating 1. This model must be immediately activated.
Shadowed Perch:
This model cannot perform movement actions. However, this model can be
placed within 4” of a friendly Owl Marker spending 2 SC.
Shadows Agent: If this model is the Boss, before the
start of the game, choose another friendly model to be the Boss instead. This
model loses the Inspiration skill which is obtained by the friendly Boss.
Shockwave (1SC): Enemy models within 4” of this model
loose 1MC.
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 Blood Blood damage. 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.
Soul Voices (2SC): Until the end of the round this
model can reroll failed block rolls. In addition, this model adds 2 dices to
its next Close Combat Attack during this round (at least 1AC has to be spent).
Special Volume: This model uses a base of 60mm but has
same volume height and rules as a model on a 30 mm base. Also, this model gains
+2“ to its basic movement distance.
Special Volume S: This model uses a base of 40mm but
has the same volume height and rules as a model on a 30mm base. Also, this
model gains +1” to its basic movement distance.
Stealthy Cats (1SC): Once per round. Move each
friendly Cat marker in play up to 4”.
Street Fighter: When this model performs a close
combat attack to another model without the Street Fighter or Street Guy trait,
it can add 1 dice to the attack roll (at least 1AC has to be spent). In
addition, when this model is defending from another model without the Street
Fighter or Street Guy trait, it can add 1 dice to the defense roll (at least
1AC has to be spent).
The Crew (1SC): All friendly models with this model´s
Afffiliation within 8” in LoS with this model gain 1 free MC. This MC may take
the number of Asignated Action Counters above the normal maximum. A model can
use this trait only once per turn.
The Quiver: When this model starts its activation,
choose one of the following effects. You may not choose the same option more
than once.
• Add to this round Ranged Attack Stunned.
• Add to this round Ranged Attacks Knocked Down +
Blunt 2.
• Add to this round Ranged Attacks +2 RoF.
• This model gains the Grapple Gun rule.
The Target of the Bat: If a model with name Bruce
Wayne KO´s this model, the Bruce Wayne model´s controlling player scores 2
additional VPs.
The Time Has Come: One use per game. During this
activation, this model disarmed melee attacks inflicts (Stun Stun) for each
successful hit.
Three Jokers: When recruit this model you must also
recruit any other models that share this trait. Moldels with this trait treat
their rank as Leader in game. At the beginning of the round you have to choose
one of that models, the rest of the ones cannot use the Inspire trait. In
addition Kaos Agent effect is not cumulative. Models with this trait and Hidden
Boss trait only gets its +1 Willpower when they are the only Three Jokers model
in play.
Time Bomb (1SC): Once per round, place a 30 mm Bomb
Marker within 8” and LoS. At the end of the round place an Explosive template
centered on that marker, all models affected suffer damage (Blood Stun). This
damage cannot be dodged or avoided by other means.
Time Control (2SC): 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 and cannot use MC during
this round. The opponent can’t use a Pass to ignore this rule. A model can use
this trait once per round.
Time Manipulation: When this model controls an
Objective, this model and another friendly model may Raise their Plan after all opposing
player models have done so. This rule cannot be cancelled by Scheming trait.
To Prove a Point: Enemy models within 6” and Line of
Sight suffer +1 to their Willpower rolls. In addition, this model can use the
Intimidate trait with no Action cost during its activation.
True Psychopath: When an enemy or friendly model
within 8” is removed as a Casualty, this model gets +1 Attack and +1 bonus to
its Hit rolls until the end of its next activation.
Underestimated: Your opponent cannot score VP for
making this model KO or Casualty.
Underworld King: If more than 1 friendly model
controls an objective that it within 8” of this model, you score 1 additional
VP for that objective.
Vampire: This model gains +3 to its basic movement
distance and does not suffer Impaired Movement. In addition, when it inflicts
damage during a Grab against a non-vehicle enemy model, it can remove 1 damage
marker. At the end of the Recount Phase it may remove 1 damage marker.
Vampire Reign: Enemy models within 8” suffer -1 to
their Hit and Blocks rolls and may not use the Dodging rule.
Vigilante´s Work: During its activation, this model
may suffer up to 1 Stun Damage to perform 1 manipulation without spend 1 MC.
Vocational: This model may be
included in a crew as if it had the affiliation “The Brave & The Bold”, as
long as all members of the crew have the Cop trait.
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.
Cryo-Weapon*:
When an attack or weapon that uses this rules scores at least 1 successful hit,
choose another model within 2” of the target. The chosen model automatically
suffers 1 successful hit from that weapon.
Exposure*:
For each successful dice of the Damage Roll after the first, the target suffers
1 additional damage marker to your choice.
High Caliber*: This weapon gains Accurate and
Anti-Tank Special rules.
Reach (X):
These weapons do not require the wielder to be in contact with an enemy
model in order to perform a Close Combat Attack against it. Instead, the wielder
may strike a model up to X” away and in line of sight.
Small Caliber*: Ranged Attacks with this weapon suffer
a +1 penalty to their Ping! Rolls.
Black
Mask Thug 7 tiene arma con Assault, al que para segunda edición consideraremos
como un valor de 2.
Joker´s
Victim 1, 2 or 3: su coste de 5 de reputación es francamente bajo (si bien es
cierto que no son gran cosa). Lo equiparamos a la mini más barata de segunda
que son los pingüinos explosivos, es decir pasan a costar 8 puntos de
reputación.
Streetz
Demonz 4: viene en peana de 40 mm así que para segunda edición gana el trait
Large.