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AGGRESSIVE SCHIZOPHRENIA. (mental disorder)

At the end of the round, this character must be closer to any other character (friend or foe) than it started, until it is in base to base contact with any other miniature. The character must also attack the closest character (friend or foe) if it can.

AIR SUPPORT (3SC)

Place the Explosive Template(Circular) anywhere on the table. During this Round

the area under the template is considered to be under the effect of Light.

AMPHIBIOUS.

This character does not spend MC to move through Difficult Terrain provided the Difficult Terrain element is mainly composed of water.

ARREST (1MC + 1SC)

When in base contact with a K.O. miniature, the Character with this trait may remove the K.O.miniature from game as Casualty.

BAT- ARMOR Mk1

Roll a dice for each hit you suffer. On a result of 5+ the impact is ignored.

BAT- ARMOR MK2

Roll a dice for each hit you suffer. On a result of 6+ the impact is ignored.

BAT CAPE (1SC)

Spending 1SC, the Character cannot be damaged or knocked down as a result from

Jump or Fall. Bat Capecan be used as a passive skill.

 

 

BATCLAW (1SC+1MC)

Using this trait allows the Characterto move to a point as far as 30cm from him. Follow this procedure in the established order to use the Batclaw:

1. Draw a straight line between the character's starting position and the final position.

2. This line must be free of obstacles and can't go through any solid terrain element.

3. However, it allows the character to pass through any gap that he could usually pass through.

4. The Miniature must be able to stand at its final position

5. Using the Batclaw automatically counts as the Character's BMD. However, the Character may move as normal spending MC before or after using the Batclaw.

6. The Batclaw movement cannot be used if the character moves through the same surface.

BIPOLAR (mental disorder)

Roll a die or flip a coin at the beginning of every round. If the result is even/heads this character gets 1 extra Action Counter,if it is odd/tails it loses one.

BLOODTHIRSTY (mental Disorder)

During the Raise a Planphase, if this character has accumulated at least a Damage Markerof any kind, he gains 1 Free AC. (This AC will count for the maximum counters the character can award to the Attack Ability).

BOPYGUARP (1SC passive)

If a character with a Leader or Sidekick rank within a 5cm range of the character is hit by an attack (of any kind), the Bodyguard Charactertakes the hit instead.

BRUTAL

This Traitallows the character to reroll the Collateral Damagedie, but the second

result will have to be taken.

BULLETPROOF YZST

Firearms Weapons require a 4+, instead 2+, to Damage a Character with this

TRAIT.

CANNIBAL

If during the round a Characterwith this Traitis in base to base contact with a K.O. character (friend or foe), it must make a Motivationroll immediately before doing anything else, provided that it still has AC to spend. If it succeeds, it may play the round normally, but if it fails, the character must spend immediately 2 Action Counters to Devourthe K.O.character. If the character doesn't have enough counters, it must remain stationary until next round to try to Devourthe K.O.character again. A Devouredminiature is taken as a Casualtyimmediately.



CATCHER GEAR

This character ignores the rules Toughwhen attacked.

 

CHARISMATIC

This Character’s Band can align 1 Free Agent for every 100 Reputation points, instead of the usual 150.

CLAWS

This Character’s Unarmed attack inflict Damage (•*).

CLIMBING SHOES

This character does not need to spend MC to Climb and his climbing movement will not be considered Disabled. Also, if the Character spends 1SC, it may finish its movement at any point, even on the side of a wall. Make clear to the opposing player the exact point if the miniature cannot stand.

COMMISSIONER

This Character can use Arrestspending only 1 MC.

Confusion (2SC)

Once per round the Character with this Trait may choose an enemy within its line of sight and standing not farther than 20cm away from it. Reduce the target character's Attack and Defensevalues by 1 . Also, the target won't be able to spend SC. Both effects stand until the end of the round.


Date: 2015-12-24; view: 711


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