domingo, 27 de marzo de 2022

COMPENDIUM BMG DE TERCERA A SEGUNDA (MARZO 2022).

 

 

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.

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