A character with this Trait may choose an enemy character within its line of sight and standing not farther than 10cm away from it. The target immediately suffers the effect: Hypnotize.
COUNTERATTACK (1SC) (PASSIVE)
lf this character Blocksany hit, it may make one Strike against his attacker. This counter-blow takes place simultaneously to the attack, so its effects must always be solved.
CRIMINAL
The first time during the game that this character makes an enemy character become K.O. or a Casualty, it will receive +1 Willpower until the end of the game.
DETECTIVE
For each Detective character you have in the band, you may cancel an opponent’s “pass” at the beginning of each round.
DIRTY FIGHTER
This Character’s ranged weapons obtain the rule Light.
DISARRAY (1 SC)
Once per turn, this character may change the position of 2 Action Counters on an enemy character’s Character Card. The character must be able to draw a line of sight to its target.
DISCOURAGE(2SC)
Once per turn, this character can reduce an enemy Character’s Willpower by 2.
This effect lasts until the end of the next Raise a Plan Phase. The character must be able to draw a line of sight to its target.
DISTRACT (1SC)
Once per round, you can choose a character within the character's line of sight and no farther than 10cm away. The target reduces his Defenseby 1 until the end of the round.
This effect is not cumulative.
DODGE(Passive)
This character may spend MCto avoid Ranged Attack Impacts. Each MCspent this way allows the character to make an Agility roll. Each success cancels an impact.
ELITE: Type
Your band can only include 1 Elite character of each Type.
ELITE BOSS: Type
Your Band can align any number of Elite characters of the same type as the Elite Boss.
ELUSIVE (1MC passive)
This character may spend 1 MC to get a +1 bonus to Defenseagainst ranged attacks. This effect doesn't stack.
EXPERT MARKSMAN (1SC)
This character's targets have a -1 penalty to Blink!Rolls.
SPECIAL TRAITS
EXPLOSIVE GEL If a character with Explosive Gelmanipulates a lamppost, sewer or urban furniture, place a Gel markeron it. During any subsequent rounds this character may choose to destroy the marked item and remove it from the game spending 1SC.
FAST
When spending MC to move, the character may repeat the roll. The second result must be accepted.
FLARE
A character with a flare may use it as if he was manipulating an object. If he does so, all the playing area will be under the effect of Lightuntil the end of round
IF SOMEONE STANDS IN THE WAY OF TRUE JUSTICE. YOU SIMPLY WALK UP BEHIND THEM AND STAB THEM IN THE HEART. RA’S AL GHULL
SPECIAL TRAITS
FOLLOW ME! (1SC)
All the Henchmenwithin 10cm of this character obtain 1MC for free. This TRAIT may be used only once per round.
FOOTBALL GEAR
This character ignores the rules Sharp and Toughwhen attacked.
GOO0 AIM (1SC)
This character ignores the Aim rule with ranged weapons.
GUNMAN (1SC)
Can attack twice during the same round with ranged weapons. Each Attackmust be paid for as usual. Each Attackconsumes ammunition magazines as usual.
HANDYMAN
This character does not have to spend MCto Manipulate.
HARDENED
Each round, the first Damagemarker (*) inflicted on this character becomes a Damagemarker (•).
HATES: BAND/S
This character may not be aligned with the specified Band/s.
HENCHMAN (rank)
You may include any number of Henchmen and Henchmen-Minion in your Band. All Henchmen can benefit from the special
rule Let's Go!.Some Henchman can be aligned more than once in the same band. This will be indicated with a "*" next to the Henchman rank.
HIDDEN
This character may be deployed anywhere in the playing area, but always more than 10cm away from any objective.
HOCKEY GEAR
This character ignores the rule Sharpwhen attacked.
IMMORTAL
Removing this character as a Casualtygrants VP to the opponent as if he was K.O. instead.
INFORMER
As long as this character is on the gaming area, and provided it's not K.O.,you can Passone additional time during the Execute the Planphase.
INSENSITIVE
This character does not reduce the number of Action Countershe generates if he accumulates Damagemarkers.
INSPIRE (1SC)
All Henchmenof this character's band within 10cm from him obtain 1 Action
Counter. INSPIRE Canbe used only once per round.
JUDGEMENT
When this character makes an enemy character become K..O., flip a coin: if the result is "heads" remove it as Casualty.
KAOS AGENT
Before the start of the game, remove 1 of the opponent's die or counter from the bag or container you use to Take the Lead.This can make the game end before the established minimum number of rounds. All the Henchmenof this Character's Bandobtain the Trickster Special Rule.
KEYLAK VEST
Reduce 1 Damage Markerwhenever this character receives damage, to a minimum of1.
KILL THEM! (1SC)
All Henchmenof this character's band within 10cm from him get 1 AC. KILL THEM!
can be used only once per round.
LANTERN (1SC)
If this character is not in contact with an enemy miniature, it can illuminate (see Light)an area of 10cm diameter around him like a Lamppostuntil the end of the round.
LARGE/BIG
These characters are usually twice the size of a standard human, so they come mounted on a bigger base and have some special rules.
A Big Character's BMD is 12cm.If it Falls and Springsinto the Air they only receive Damageper every 10cm difference from its JC, instead of every 5cm. It cannot be Pushed or Grabbed,and cannot be Knocked Downexcept by attacks and weapons that also have the special rule Big. Big Characterssuffer a -1 penalty on all their Blink! Rolls. Big Charactersalso obtain the special rules Tough and Charge.
LASER
A character with a Lasermay manipulate it. If it does so, he may point a character within his line of sight and to which it may trace a straight line. The target will be considered under the effect of Lightuntil the end of the round. If the straight line becomes interrupted by any means, the target won’t be under the effect on Lightanymore.
You can only include 1 Leaderin a band and that character must always be the Band Leader. Its Band's Henchmenwithin 10cm can use the rule Let's go!without spending SC. Leaderscan use Inspire andreroll a Willpower roll, but you must
LET’S GO! (1SC PASSIVE)
When a henchman from the same band ends its activation, roll a dice. On a 4+ result, you may activate another henchman from the Band,who has not yet been activated and has the LET'S GO!rule. That Henchmanimmediately activates without giving the opposing player the chance to activate one of his miniatures in between. Any subsequent uses of the Let's Go!rule get a cumulative penalty of+1 to the difficulty. A result of 6 is always a success.
LORD OF BUSINESS
A Bandled by this Characterhas $500more to spend when arranging the band,
and may take an additional Objective: Loot.
LORD OF THE SEWERS
Killer Crocdoes not count towards the limit of miniatures that can be in the Sewersat the same time. Killer Crocmay start the game inside the Sewersbut he must remain there for at least one turn. His Bandgenerates 1 extra Sewer Marker.
LUCK (1SC)
Spending 1SC allows this character to re-roll any dice that affects the character directly. He may also force the opponent to reroll Impactrolls against him.
MARTIAL ARTIST
This character ignores the Numerical Inferiorityrule.
MASTERFIGHTER
This character gets a +1 bonus to Impact rolls when attacking Unarmed.
MASTER MARKSMAN
This character can reroll Impactrolls when shooting. The second result must be taken.
MASTERMIND
Before the start of the game add 1 die or counter of your band to the bag or container you use to Take the Lead.
MOB
All Henchmenin the Bandof this character obtain a +1 bonus when rolling for the
Let's Go!rule.
MOBSTER
When attacking an outnumbered character in close combat, this character receives a free extra attack against the outnumbered character.
NIGHT VISION
This character may See at any distance.
OBSESSIVE CMZNTAL
When this character attacks an enemy character, it must continue attacking him (cannot change target) until the enemy character becomes K.O. or a casualty. This character also obtains a +1 bonus to Strengthagainst that enemy character.
ONE-ARMED
This Charactersuffers from a -1 penalty to Blockrolls.
ONE SHOT GUN (2AC + 2SC).
Once per game, instead of attacking, this character may choose an enemy character within its line of sight within 20cm. The target automatically receives one hit with Strength 2+, Damage(•••) and CRT: Casualty.
ORDER (1SC)
This character may use ORDERon a friendly character in its vision line. The chosen character can immediately redistribute up to 2 Action Counterson its Character's Card. ORDERcan be used only once per turn.
PARANOID (mental disorder)
During the Raise a Planstage, this Characterobtains 1 free DC,provided that he has accumulated at least 1 damage marker. This DC counts towards the maximum that the character can award to the Defense skill.
PERSUASIVE (1SC + 1AC)
If this character can See an enemy, at the end of this character's activation, he may force the target to be activated, but only if the target hasn't been activated yet this round.
PICKPOCKET
This character may Manipulatewhile in base to base contact with a K.O. and thus obtain the rule Steal.
POISON MASTER
To remove Poisonmarkers inflicted by this character, the poisoned character must
roll 3 dice instead of 2 and ignore the lowest result.
POWER ARMOR
This character ignores the first 3 Damage Markersinflicted on him. Once 3 Damage Markershave been ignored, the armor can't be used again until repaired. During the Casualty Recount Phase, Insteadof making a Recovery Roll,this character may spend 2SC to repair the armor, making it operational again. This armor is vulnerable to Fire,so each Firemarker received causes Damage(••).
PUZZLE MASTER
The Riddleralways obtains 3 VP when trying to solve a Riddle Marker.The enemy
can't reroll their attempt when they fail to solve a Riddleif the Riddleris in play.
PRIMARY TARGET: TYPE
Before starting the game, you must choose 1 Objectiveof the indicated Type.If this character controls it, it awards 1 additional VP.
PSYCHO
This character's Willpoweris never altered under any circumstance or the effect of any rule.
PSYCHOLOGIST
This character automatically solves a Riddlewithout rolling the dice. He can also
perform Psychoanalysis.
• Psychoanalysis (1SC): Cancelsall the special rules labeled as Disorderof any
character within his line of sight and no farther than 20cm away, until the end of the
round.
RAPID FIRE (1SC)
When using a ranged weapon, this character gets +1 Bonusto his weapon's Rate of Fire,even if he moves.
REFLEXES
This character can reroll failed Agility rolls,but the second result must be used.
REINFORCED GLOVES
This character's Unarmedattacks inflict Damage (**).
RESILIENT
This character can reroll failed Endurance rolls,but the second result must be used.
RETRACTABLE CLAWS
This character's Unarmedattacks inflict Damage(•*)and are considered Sharp(see Weapons).
RUNAWAY
This character is Immune to Arrest.
SCHEMING (X)
If this character is in the Bandthat Raises the Planfirst, it can always make X number of characters Raise their Planafter the enemy.
SCIENTIFIC
This character's Special Characteristicis 4 instead of 3. If this character is removed as a casualty, he awards one additional VP to the enemy.
SEARCHER
Before the game starts, subtract 1 Strategypoint from your opponent.
Shooter
This character ignores 1 obstacle that would force a Blink!roll with each shot he makes. Choose the obstacle to be ignored before making any Blink!rolls.
SIDEKICK (RANK)
You can only include 1 Sidekick,unless you choose a Sidekick asyour Band Leader.In that case, you may include a second Sidekick. Henchmenof the Band,who are within 20cm of this character may reroll the roll for Let's go!.
SMALL
This character's BMD is 8cm. He also benefits from a +1 bonus on Blink! Rolls.
STEALTH
Enemies can only See this character if he is within 20cm. However, he can be Seenby other rules like: Light, Total Vision or Superior Smell...
STOP!/HALT!(1SC PASSIVE)
A character using this TRAIT may interrupt the activation of an enemy character that he can See, and prevent the use of MC.
STRATEGIST / GRAND STRATEGIST
A character with Strategistreceives 1 additional Strategypoint and GrandStrategist
receives 2 additional Strategypoints at the beginning of the game.
STREET GUY
This character may Crouchwithout spending SC.
STUPID
This character cannot Manipulateunder any circumstance.
STURDY
This character generates 1 less Action Counterfor every 3 Damage Markers