Batman Quick Reference

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GAME SEQUENCE

1 Take the Lead


Take a counter from the bag
The owner of this counter chooses who
Raises the Plan first.
2 Raise a Plan
First player distributes his Action Counters,
then second Player.
N of counters* = WILLPOWER
*(-1 counter per 2 Damage Markers)
3 Execute the Plan
Players takes turns Activating miniatures.
Begins the player who Raised the Plan first
PASS: the player with less number of miniatures can Pass as
many times as the difference of miniatures, but only 2 times
in a row.
4 Casualties
a) Effects are solved.
b) VP count.
c) Characters try to Recover
SKILL ROLLS

Agility Roll
Success; 1D6 = or < MOVEMENT

VICTORY POINTS

CRITICAL DAMAGE - CRT


If result = 6, target gets 1 extra (O) Damage Marker.
If a rule has CRT, the CRT effect substitutes this Damage
Marker.

LOOT: 1VP to the player who controls it.


ENIGMA: Owner 3VP/1VP; Enemy 1VP/0VP
TITAN CONTAINER: 2VP to the owner.
AMMO CRATE: 3VP to the owner.

MOVEMENT

CASUALITY

KO

LEADER OR BAND LEADER

6VP

SIDEKICK

4VP

FREE AGENT

4VP

HENCHMAN

2VP

4VP
2VP
3VP
1VP

ATTACK
STRIKE (costs 1 AC per Strike)
1 Strike = 1D6 to Impact
GRAB (cost +1 SC)
If Damaged = Target Immobilized..
PUSH (cost +1 SC)
If Damaged = Target Moved.
SHOOT (costs 2 AC)
1 Shoot = 1D6 Impact x Rate of Fire

Willpower Roll
Success; 2D6 = or < WILLPOWER

IMPACT ROLL; roll 1D6


If D6 = or > target DEFENSE* = Damage Roll
*Numerical Inferiority -1 to target DEFENSE.
*Defensive Positioning +1 to target DEFENSE.

Endurance Roll
Success; 2D6 = or < ENDURANCE

BLOCK (costs 1 DC per D6)


If D6 = or > ATTACK, Cancels Impact

Recover Stun
roll 1D6 (+1D6 per SC spent)
per each 4+ result remove a (O) marker

BLINK!
Roll 1D6 per each obstacle in the shoot trajectory.
If exceeds the roll difficulty, shoot hits the Obstacle
4+. walls, other miniatures
5+. urban furniture, trees, fences, etc.
6+. domestic furniture, barbed wire, tables, chairs, etc.

Recover from K.O.


Endurance Roll.
if success remove 1 (O) marker and continue playing.

COLLATERAL DAMAGE; +1D6 different color


Everytime you make a Damage Roll, roll 1D6 extra.
If result = D6 Damage roll, target Knocked Down.

RECOVER

Move = BMC + (1D6 x MC spent)


Jump Capacity = BMC/2
Disabled Movement
Each cm moved costs 2cm from BMC.
RUN (costs 1 MC + 1 SC)
BMCx2 (can not perform any more movement actions)
Move around Arkham City
STAND UP (costs 1 Action Counter)
The miniature stands up.
TAKE COVER (costs 1 SC)
Next to an Obstacle; Blink! Roll +1.
MANIPULATE (costs 1 MC)
Next to an item or carrier of an item.
TERRAIN OR DIFFICULT OBTACLE (costs 1 MC)
CLIMB Vertical obstacle (costs 1 MC)
Disabled Movement
JUMP A GAP (costs 1 MC)
Maximum gap size = BMC
SPRING INTO THE AIR (costs 1 MC)
distance = or < BMC no penalty.
5cm. > BMC = 1 (O)*
6 a 10cm. > BMC = 1 (X)*
11 a 15cm.> BMC = RESISTANCE (X)*
16 or more cm. > BMC = Casualty.
*(Agility Roll or gets Knocked Down).

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