TITAN CONTAINER (2VP TO HIS OWNER WHEN CONTROLS IT)
The Titan Container Markersare considered Small Obstacles and Objectives. If a
character is activated when standing in base to base contact with a Titan Container,it may Manipulateit and obtain a Titan Dose.
A character can Manipulate a Titan Containeronly once per round.
TITAN DOSE (one use only)
If a character has a Titan Dose,they may use it during the Raise a Planphase. Using it will increase all its Basic Skillsvalues by 1 until the end of the round. A character may only take one Titan Doseduring the game, since a second dose would kill him.
phase E/ start playing
Begin the game by stage 1 Take the Leadand follow the corresponding 4 stages.
END GAME
The game finishes at the end of the round indicated in the scenario rules description or if all the opposing BandsRun Away.
RUN AWAY
At the end of a round, if the Reputation of a Bandis reduced by 70% or more (count casualty and K.O. characters to determine how much Reputationthe Band has lost), the player controlling that Bandmust choose a character still standing and immediately take a MotivationRoll. If he passes it, he may continue playing as normal for another round, otherwise the Bandflees and the game ends immediately. When a Bandflees, the opposing player takes as many VP as rounds remain to be played, unless both sides Run Away during the same round.
WINNING THE GAME AND VICTORY POINT RECOUNT
The player with most VP at the end of the game is the winner.
At the end of each round, during the Casualty Phase,players must add any VP awarded by Objectivesand/or Casualties.At the end of the game, sum up all VPs obtained during each round to determine the winner.
Casualties and first K.O. VPs.
A character will award VPs to the opposing player whenever it is removed as a casualty, or the first time during the game that it becomes K.O.
CASUALTY/K.O.
LEAVER OR BAND LEAVER 6VP/4VP
SIDEKICK 4VP/2VP
FREE AGENT 4VP/3VP
HENCHMAN 2VP/1VP
“They may suspect me, but they’ll never see me. They may chase me, but they’ll never catch me. Never, never, ever catch me.”
Selina Kyle
SPECIAL TRAITS
TRAITS PROVIDE THE CHARACTERS WITH
VARIOUS SPECIAL RULES. THESE ARE AN
EXCEPTION TO THE BASIC RULES AND
ALWAYS OVERRIDE THEM. IN ORDER TO
BENEFIT FROM A TRAIT, THE CHARACTER
MUST POSSESS IT (IT WILL BE DISPLAYED
ON THE CHARACTER'S CARD).
ALSO, SOME OF THE EFFECTS REQUIRE YOU TO SPEND A VARIABLE NUMBER OF ACTION COUNTERS.
IN THESE CASES, THE CHARACTER MUST
STILL HAVE ENOUGH COUNTERS LEFT TO SPEND IN THE APPROPRIATE CATEGORIES
IN ORDER TO TRIGGER THE EFFECT. IF
THERE IS A COST, IT WILL USUALLY BE
'NDICATED NEXT TO THE TRAK NAME ON
THE CHARACTERS CARD.
A CHARACTER MAY ONLY BENEFIT FROM A
TRAIT EFFECT DURING ITS OWN
ACTIVATION, UNLESS OTHERWISE
SPECIFIED. THE ONLY EXCEPTION IS THE
PASSIVE EFFECTS, SINCE THEY ARE
ALWAYS ACTIVE.
SPECIAL TRAITS
ACROBAT
The basic BMDand the JCof the Character is equal to 1 2cm. Also, the character does not spend any MC to move through a Difficult Obstacle or terrain, Jump or Get Up and can move through other miniatures. Characters with Acrobatalso obtain the special rule Dodge.
ADAPTABLE
At the beginning of the Raise the Planphase, the Player controlling a Character with this Traitmust choose between the Attack, Defense or Move abilities. The character receives +1 to the chosen ability until the end of the round.
AFFINITY TO: (CHARACTER)
A Character with this Traitcan be recruited as a Free Agentby the Band of the indicated Affinity:character, even if it has the Leader or Sidekick rank and the Band already includes a character with one of those ranks.