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SPECIAL CRITICAL CCRT3

Several weapons and/or special attacks may produce different effects. This weapons and/or attacks possess a special critical effect indicated as CRT in their description.

CRT effects always replace the extra Stun Damagewhen critical damage is inflicted.

RECOVER.

At the end of each round, during the Casualty Recountphase, all characters with accumu­lated Stun Markers,or K.O.,may attempt to remove a Stun Markeror get up from K.O., by making a recovery roll. Injury Markerscannot be recovered.

-Recover from Stun Damage.

To recover from Stun Damage,roll 1 dice per character that has at least 1 Stun Markerac­cumulated. A result of 4+ will allow the character to remove a Stun Marker.If the charac­ter still has unspent SCat the end of the round, he may use them now and roll one more die per available SC,and try to remove more Stun Markers.Each success will remove 1 Stun Marker.

-Recover from K.O.

To recover from K.O,the character must first make an Enduranceroll. If it K.O.passes the

roll, it will recover from K.O.but remain lying down until it is able to stand up. Remove

one Stun Markerfrom the character. If the roll is unsuccessful, the character will remain

K.O

 

SETUP

ONCE YBU HAVE EVERYTHING YBB NEED TD PLAY IT IS TIME TD SET UP A BATMAN MINIATURES GAME. FIRST, PLACE ALL THE AVAILABLE TERRAIN ELEMENTS AND GET A BAND READY ACCDRDING TD THE ESTABLISHED REPUTATION. THEN PICK A SCENARIO, AND YDD ARE READY TD START PLAYING!

PLACE TERRAIN ELEMENTS

the players must agree on how to place all terrain elements at their disposal. they also must establish which elements are objects or difficult terrain, which are small, etc.. finally, they have td decide which objects can be manipulated and the result/s of it, if it is not covered by scenario rules.

 

 

CONFIGURING YOUR BAND

Set REPUTATION LIMIT

First of all, players must agree on how much Reputationeach player can spend to configure his Band.Usually both players' bands will have the same Reputation.We recommend a maximum of 150 points (pts) for short games and 450pts for 2 hour games. 300pts is the recommended Reputation limit for scenarios presented in this book. "

Now you can start choosing your band's characters. Remember that the sum of all the characters Reputationcan never exceed the established Reputationlimit.

BAND LZAPZR

Each player must choose a "Band Leader",between the characters ranked as "Leader" or "Sidekick".The rest of the characters in the Bandmust have the same affiliation as the "Band Leader".If a character has an "Unknown"affiliation, they may be included in any Band.

RANK

All characters have one of the following ranks: Leader, Sidekick, Henchman or Free Agent.This rank determines your Band’s configuration as follows:

• You can only include 1 Leader.This must be the "Band Leader"

• You may only include 1 Sidekick,unless you choose a Sidekick as "Band Leader".In that case you may include a second Sidekick.



• You may only include 1 Free Agentfor every 150 reputation points of the Band

• You may include any number of Henchmanwithout repeating character (with different own name).

•A Henchmanwith no own name is considered "Minion", you will be able to aligne more than once in the same band, this will be indicated with a "*" next to Henchman rank.

•You cannot include twice the same character, unless they are a Henchman Minion.

$ FUNDING

Many of the characters have a cost in $ indicated on their Character Card,representing the quality and quantity of the equipment they carry. A Bandmay spend up to $500 per every 150pts of Reputation.Players may spend this money on characters, or equipment for the Henchmen.

CONFIGURING YOUR BAND

EQUIPMENT.

Henchmenhave several options of available weapons or equipment. Each

Henchmanmay choose only once any of the available options from its Band

equipment list, and add their cost ($) to the total spent. The equipped character

may use the purchased equipment just like any other of its original rules or equipment. Each piece of equipment has a limit of times it may be purchased per

Band, indicated before its name.

Batman (LAW BAND)

0-2 Magazine ($200)

+1 to Ammunition for 1 weapon.

0-2 Flashlight ($100)

Obtains the “Lantern” rule.

0-2 Handcuffs ($200)

Obtains the “Arrest” rule.

0-2 Whistle ($ 200)

Obtains the “Halt!/Stop” rule.

Joker CREW

0-2 Magazine ($200)

+1 to Ammo for 1 weapon.

0-2 Thrower ($300)

Obtains the “Batclaw” rule.

0-2 Clown Painting (150$)

Obtains the “Mislead” rule.

0-2 Flare ($300)

Obtains the “Flare” rule.

PENGUIN CREW

0-2 Magazine ($200)

+1 to Ammo for 1 weapon.

0-2 Thrower ($300)

Obtains the “Batclaw” rule.

0-2 Laser ($150)

Obtains the “Laser” rule.

0-2 Camouflage (Camo)

Vest ($300)

obtains the "Stealth" rule.

BANE CREW

0-2 Magazine ($200)

+1 to Ammo for 1 weapon.

0-2 Thrower ($300)

obtains the "Batclaw" rule.

0-1 Titan Dose ($100)

Obtains one “Titan Dose”.

0-2 Night Vision Goggles ($200)

obtains the "Night vision" rule.

POISON IVY CREW

0-2 Titanic Mutation($150)

Obtains one “Titan Dose”.

0-1 Sense Mutation ($100)

obtains the "Night vision" rule.

0-2 Extra Spores ($200)

+ 1 to ammo for 1 weapon.*

0-2 Spikes Mutation ($200)

obtains the "Claws" rule.*

•Note: Only plants can "purchase" this equipment.

BLACK MASK CREW

0-2 Magazine ($200)

+1 to Ammo for 1 weapon.

0-2 Brass Knuckles ($200)

Obtains the “Reinforced Gloves” rule.

0-2 Thrower ($200)

obtains the "Batclaw" rule.

0-1 Bribery ($100)

obtains the "Informer" rule.

TWO FACE CREW

0-2 Magazine ($200)

+1 to Ammo for 1 weapon.

0-1 Bribery ($100)

obtains the "Informer" rule.

0-2 Bulletproof Vest ($100)

obtains the "Bulletproof vest" rule.

0-2 Handcuffs ($200)

Obtains the “Arrest” rule.

LEAGUE OF SHADOWS

0-3 Magazine ($200)

+1 to Ammo for 1 weapon.

0-1 Loyalty Tattoo ($200)

Obtains the “Bodyguard” rule.

0-1 Night Vision Goggles ($200)

obtains the "Night vision" rule.

0-1 Climbing Shoes ($100)

obtains the "Climbing Shoes" rule.

 

CONFIGURING YOUR BAND

STRATEGIES (OPTIONAL)

You may choose among a number of strategies to achieve your plans of victory. First choose strategies and then follow the following order:

A / Scenario selection.

B / Urban Furniture.

C/Bands.

D / Objectives.

E /Start playing.

Choosing Strategies.

Each strategy has a value ranging from 1 to 3. Players have 3 points to spend on strategies.

Strategies should be brought into play at the phase indicated in their description

(value/phase):

• 3/A Global Plan - you may choose a specific scenario, instead of a random pick. If both players choose this strategy, then neither can apply its effect.

• 2/C Fast Advance - Increases your deployment area by 10cm. If you have two deployment areas, increase each by 5cm. If both players choose this strategy, then neither can apply its effect.

• 2/C Ambush - Deploy your entire Bandafter the other player has deployed his entire Band.If both players choose this strategy, then neither can apply its effect

• 1/C Patrol -You may place one miniature up to 10cm outside your deployment zone's limits. If this scenario doesn't include a deployment zone, you gain +1 to the enter the game zone roll.S

-1/C Reinforcements - You may pick one miniature of your band and roll a die. If the result is 4+ you may held it off table. At the Raise the Planstage of the second round of the game you may deploy that miniature at any edge of the playing area, except the edge corresponding to the enemy deployment zone.

• 1 /B Maps - gets 2 extra Lamp postsor 1 Sewer Marker.The player with this strategy decides were to deploy them, but he cannot place them in the enemy deployment area.

• I/ A Secret Objective - Set 1 additional objective of your choice (maximum 1).

• I/ A Change of plans - Roll two dice, sum up the results and then move an objective as many cm in a direction of your choice. This strategy may be used only once per game, and it may be used only after placing the objective markers in the game zone.

2/7 Informer - When the enemy player would normally apply the effect of one of his strategies, this strategy will cancel those effects, rendering the enemy strategy effectively useless. An Informer may be used to cancel the effect of another Informer.

• 2/E Early Bird - You may choose who takes the lead in the first round without having to extract any Counterfrom the container. If both players choose this strategy, then neither can apply its effect.

• 2/E Battle Cry - Your Bandflees (see Run Away) when your Reputationis reduced by 80% or more compared to its original Reputation.

• 3/C Perfect Plan - At the beginning of the game add an extra Counter,for your Band,to determine who takes the lead.

 

 

CONFIGURING YOUR BAND

phase A/ scenario election

Roll a die to see what scenario you will play.

1 - chance encounter

2 - plunder

3 - patrol

4 - skirmish

5 - securing the area

6 - ambush

phase B/ urban furniture

At the beginning of the game, and before any miniatures are deployed, both players must deploy alternatively, 1D3 Sewer Markerseach. They may be placed anywhere in the playing area, 20cm or more from any other Sewer Markerand more than 5cm away from the gaming area edges.

Entering and exiting Sewers.

To enter or exit a sewer you must spend 2 SC and 1 MC (as payment for a Difficult Movement and Manipulate).Furthermore, during the round a character gets out of a Sewer, his basic BMD is reduced to 0; this means that if they want to move, they will have to spend MC. A character can enter a sewer any time during their activation if they already are in contact with a Sewer Marker, or if they become in contact with it during their activation, and pay the corresponding Countercosts. Remove the miniature from the gaming area and leave him visible at one side as a reminder that they are still inside the sewers. Only one character per Band can be in inside the sewers at the same time and must spend at least one full round inside (the round the character gets in doesn't count). During the next round you can pay again the same Countercosts and return the character to the game by placing the miniature in contact with any Sewer Marker.Once it has returned, the character may act as normal, if they still have Action Counters.

If a player has 1 or more miniatures in base contact with a Sewer Marker, the opposing player cannot use that Sewer Marker to get in or out the sewer. To block passage to a "Big" character you must have at least 2 miniatures in contact with the Sewer Marker.

Note: AK.O character doesn't count to block a Sewer.

LAMP POSTS

At the beginning of the game, and before any miniatures are deployed, both players must deploy alternatively 1D3 Lamppost Markerseach. The player that gets to deploy the more Lamppost Markersstarts deploying them. If both players get to deploy the same number of Lamppost Markersthe player with more miniature in his Band starts. They can be placed anywhere in the playing area, 20cm. or more from any other Lamppost Markersand more than 5cm from the gaming edges.

Lampposts illuminate the area 10cm away from them in any direction. Players should consider that light does not pass through solid objects like walls, and should decide the area illuminated by each lamp post.

Lamppost Markerscan be the target of a Ranged Attack;they have a Defense value of 2. If the Lamppost Markeris successfully Damaged, remove it from the game. Remember they can be Damagedalso by the Crossfirerule.

CONFIGURING YOUR BAND

phase C/ BANDS

Both players have to divide their Bandinto two groups consisting of the same number of miniatures whenever possible. Toss a coin or roll a die to decide who deploys first. First player to deploy chooses his deployment area and places on it one full group of miniatures. Then, the other player places one of his groups in the opposing deployment area. Afterwards, the first player places his second group, and, finally, the second player does the same. Some scenarios may vary this order, or have several areas of deployment; these peculiarities are indicated in each scenario's description. The miniatures should be placed entirely within the corresponding area, but the controlling player may decide to deploy them Crouched.

Phase D/ OBJECTIVES

There are four types of objectives, represented by Markers.Players may choose 3 out of them but cannot choose twice the same type. The player that first deployed his Bandplaces one of his objectives; then, players take turns to deploy an objective until all the objectives are placed. Objectives should usually (see Loot)be placed in the deployment area of the enemy, but this may vary depending on the objective type or the chosen scenario. Objectives must be placed at least 5cm away from any edge of the playing area or any another object (including other objectives).

Objective Markerscan never be removed from the playing area. Also, they cannot be placed inside sewers or be carried inside them. If a character carrying an objective wishes to enter the sewers, the objective must stay outside.

A player cannot deploy Objective Markerswithin a 1 0cm distance of his own deployment area.


Date: 2015-12-24; view: 706


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