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BEFORE JUMPING INTO THIS RULEBOOK,
EASY TO LEARN
and help prepare you for your initial playthrough of the game.
this book will allow you to learn the finer details and master the rules.
BATMAN: GOTHAM CITY CHRONICLES
Have fun!
A• Upkeep P• Difficult terrain
||
1 • Hero melee attack 13
RULEBOOK
2 • Hero ranged attack 15
3 • Hero manipulation 17
4 • Hero thought 19
5 • Hero movement 20
||
D • Item management 24
SUMMARY
1 • Equipment cards 25
2 • Bat-gadget cards 26
VI • THE VILLAIN 28
VII • DEFENSE 38
VIII • REROLL 41
GAME COMPONENTS
BATMAN : GOTHAM CITY CHRONICLES
ITEM CARDS X 70
ENERGY CUBES X 46
These cards represent the equipment and
The red cubes placed on the hero board bat-gadgets the heroes can use during
and the villain Command Post represent their missions.
the quantity of energy available to the
players to manage their miniatures.
TILES X 65
DICE X 20
These describe the profile of each con-
||
The dice are used to resolve all kinds of trolled character. They belong to three
RULEBOOK
actions such as fights and bomb diffusals. different sides:
Each symbol on them represents a success. - blue for the heroes;
There are 5 different dice types (4 of each - gray for the villain;
||
color): white, yellow, orange, red, and black. - orange for the neutral.
GAME COMPONENTS
There are three different types of tiles:
- simple;
GAME BOARDS X 2 - double;
- event.
Each game board is double-sided and rep-
resents the game environment in which
heroes and villains clash. They are divided LIFE POINT MARKERS X 37
GAME BOARDS
Each mission indicates which game board to use.
These boards have common characteristics as described below,
in addition to special rules described in the game boards rules.
III III
,,......._
A AREAS
'-)
,
C ADJACENT AREAS
,
· -··•-- -
An area is a board space defined in the game boards
rules and which can contain miniatures. It has an
1, Two areas are adjacent
if they are separated by
FIG._2
,
elevation level and an occupation limit (see expla- a white or orange area
1
nation on page 43). Each area is delineated by area boundary (FIG._2).
boundaries. L _ __
III
NOTE: the decorative elements of an area are purely
miniature (FIG._1).
FIG._1
,
FIG._3
,
III
,,..---.....
B ) AREA BOUNDARIES
-.__,/
,
. ·•-•- .
Area boundaries are defined in the game boards 2 + 1 + 1 + 1 =
rules. There are four categories: 5 < 10
III
sight (see explanation on page 43) and allows sim-
ple moves (see explanation on page 21). E LINE OF SIGHT MARKER
,
1
'-..,_/
- -• ·- - .... ·- -
r game boards rules.
,r
The level of elevation of each area is indicated in the Some areas are rugged and more difficult or dan-
gerous for anyone to enter.
L _ _ _ _ _ _) The difficult nature of an area
III
,,,-, is indicated on the board by an icon: X
G
'-..,_./ PROMONTORY
, \
1
- -• -- -
r A promontory is a high area defined in the game
boards rules. It blocks the lines of sight between
The dangerous nature of an area
is indicated on the board by an icon: X
two areas, regardless of their elevation level.
However, these lines of sight can begin or end on a
promontory without being blocked. A promontory is
accessible only by a special move (see explanation on
page 21) which is defined in the game boards rules.
BATMAN : GOTHAM CITY CHRONICLES
||
RULEBOOK
||
GAME BOARDS
The two sides alternate until an end-game condition of the mission is met.
GAME TURN STRUCTURE
_)
1
---------~
\._
A ,
STRUCTURE OF A GAME TURN
UPKEEP
1
_)
IV
,,,----....
A l UPKEEP
'-...../
,
. -· -- -
- ... IV A 000
||
~
RULEBOOK
\._ WITH THE INITIATIVE _) - The turn marker is moved forward one space on the
turn track by the side with initiative.
||
C CHECK END-GAME
... ~
,
BATMAN: GOTHAM CITY CHRONICLES
CONDITIONS · 1 IV A 000
_) 2 TRIGGER THE EFFECTS
OR
NOT FULFILLED FULFILLED
Some effects are plot-related and can range from
a bomb exploding to an unexpected surge of rein-
D TURN OF THE SIDE ~
,
CHECK END-GAME -
,
NOT FULFILLED
OR
FULFILLED
=> L _ _ _ _ _ _ _j
IV
they occur.
•• A
B
,
,
· Upkeep
· Turn of the Side with Initiative
to the rules described in the Heroes’ Turn chap-
ter. (see page 11)
•• C
D
,
,
· Check End-game Conditions 1
· Turn of the Side without Initiative
- If the Villain has initiative, they play according to
the rules described in the Villain’s Turn chapter.
||
C ) CHECK END-GAME
,,-,
'--./
- -• ·--
1 Each mission indicates the end-game conditions:
- If at least one of these conditions is fulfilled,
the game immediately ends and the winner is
determined.
-L _ _ _ _ _ _jr
IV
E ) CHECK END-GAME
CONDITIONS · 2
,
r - If the heroes do not have initiative they play i - If not, the turn continues with the first phase of a
according to the rules described in the Heroes’
•
game turn: A · Upkeep.
-
,
THE HEROES
Each mission stages from 1 to 3 heroes than can be embodied by one or several players.
A ) DESCRIPTION
,,---....
OF THE HERO BOARDS
,
'-.../
- -• -- -
1
13 ,
13
7 3 4
,
, , ,
8.1
1
,
9
13 13
,
.
, ,
~ ~
!; ~
THE HEROES
8.2 ,
6,
: a::
5
~~~
,
: UI: 10 ,
l i!: l
13 2 13
||
11
,
,
,
1è; 1
RULEBOOK
8.3 13 13
12
,
, ,
l: ~L
w :
,
: _. :
l=I -
||
: U) : 14 15 16
BATMAN: GOTHAM CITY CHRONICLES
, , ,
1: ~1 8.4 8.5
--
, ,
z:
1~1
~~~
: >- :
~~~
!~!
~~~
: o :
!i!
1(.
1;1 1,
· MINIATURE
· HERO’S ENERGY: This value indicates the total num-
- 8.3 · MANIPULATION
,
8.4 · THOUGHT
2 , ,
••
,
3 · SIZE INDEX
•
,
•
, ,
5 ,
· AUTOMATIC DEFENSE: This indicates the type of spending energy cubes. An exertion limit and a
defense bonus possessed by the hero. characteristic (a die type) are indicated here.
• 6 ,
· HERO’S TRAIT: The trait is a particularly important
part of the hero that impacts their actions, for
example the ability to fly.
•
10 · REROLL SPACE: If the results of a dice roll are
,
• 7 ,
· UTILITY BELT: Some of the heroes have a utility
belt that allows them to carry bat-gadgets. This
value represents its size.
•
11 · ENCUMBRANCE TABLE: Indicates the move point
,
• 8 ,
· ACTION SPACES: These represent the 5 actions a
hero can perform by spending energy cubes. Each
mum encumbrance value is indicated by the far
right value.
space is associated with a characteristic (a die type
•
12 · RECOVERY VALUES: Indicates the number of energy
-
,
or a move point multiplier) and an exertion limit. cubes recovered by a hero during the Hero’s
8.1 · MELEE ATTACK
,
stance phase, whether active or resting. A stance
8.2 · RANGED ATTACK
,
marker indicates the chosen stance.
10
that allow them to perform actions with an to this zone. A certain number of these cubes
improved efficiency. Each skill is represented are recovered later.
by an icon, a skill level and, in certain cases, an
encumbrance limit. •
16 · WOUND ZONE: When a hero is wounded, the cor-
,
L _ _ _ _ _~L- - - - -~
cube, it is always taken from this zone.
to this zone. A certain number of these energy
cubes can be recovered later.
B HEROES’ TURN
,
1 The heroes’ turn consists of the following steps:
• 1,
2 · Trigger the Start of the Heroes’ Turn Effects
1 1 :
,
1
actions. 5 · Hero’s Actions
,•
,
l 6 ,
HEROES’ TURN
• l B
V -_.r-"'------------=--=---=
000
.......
1 ,
START OF TURN
L _)
All energy cubes spent by the heroes during the vil-
||
2 ,
TRIGGER THE START OF THE HEROES’ l lain’s turn are moved to the fatigue zone (FIG._5).
RULEBOOK
TURN EFFECTS
'- _)
L
•
FIG._5
,
3 l
||
DECLARE HEROES’ STANCE
,
THE HEROES
(see page 12)
'- _)
4 ,
CHOOSE l
ACTING HERO
'- _)
( A HERO IS ACTIVE ♦
OR
l NON OF THE HEROS
AND WISHES TO ARE ACTIVE OR NONE
PERFORM AN ACTION OF THEM WISH TO ACT
'- _)
5 ,
HERO’S ACTIONS l
(see page 12)
'- _)
•
V B
6 TRIGGER THE END OF THE HEROES’ l 2 TRIGGER THE START
,
V B
•
V·B·3 [a] * Active hero
,
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the fatigue zone, the missing number is moved from 4 CHOOSE ACTING HERO
,
FIG._6
,
-
THE HEROES
V B 000
BATMAN: GOTHAM CITY CHRONICLES
5 HERO’S ACTIONS
,
A + B
1 1 The acting hero can perform one of the 5 actions
available. They declare which one they wish to per-
form and then carry out that action.
As long as they have enough energy available and After having performed the action:
within the exertion limit of their action spaces, an
active hero is free to perform as many actions as - If at least one active hero still wishes to perform
they wish during their turn. action(s), the heroes return to the previous step.
•
action, the heroes move on to the next step.
V·B·3 [b] * Resting hero
,
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V B 000
7 UPKEEP HEROES’
END OF TURN
,
V·C·1 [a]
,
During this step, an active hero may perform one of The hero declaring the melee attack is the attacker.
the 5 following actions:
••
1
2
♦3
♦4
,
,
· Hero melee attack
· Hero ranged attack
· Hero manipulation
· Hero thought
•
V·C·1 [b] * Declare the Target
,
11111m111u111111111111111111111un1111111111111111111111111111111111111111111111111111111u1111111111111111111111111111111
,
DECLARE
DECLARE
THE TARGET
_j
)
_j
V·C·1
•
[c]
,
||
( EXERTION LIMIT EXERTION LIMIT melee attack action space if doing so would exceed
RULEBOOK
NOT REACHED ALREADY REACHED its exertion limit.
'----- If it has already been reached, the action ends
[d]
11 )
,
||
CREATE immediately.
THE HEROES
THE DICE POOLS
_j
'-----
[e]
11
'-----
,
ADD
...
THE WEAPON BONUSES
)
_j
•
V·C·1 [d] * Create the Dice Pool
,
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...
ROLL THE DICE POOL
=> characteristic as the amount of cubes just spent.
~
[g] REROLLS (see page 14)
=> • *
,
-
11111111111a111111111111111111111uu111111111111111111111111111111111111111111111111111111111iu11111111111111u11111m1111111
[h] )
,
CALCULATE THE NUMBER The attacker can decide to use a melee attack weapon
OF SUCCESSES (see page 14) card. For this attack, they benefit from the bonuses
_j
'----- conferred by the weapon card.
[i]
~
,
'-----
~
[j]
,
(see page 14)
=>
V·C·1
•
[f]
,
L 13
_)
* Rerolls
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V·C·1 [i]
,
The hero can attempt to improve the result by The defender must defend themselves, and then
rerolling (see page 41). apply any wounds. (see page 42).
V·C·1
•
[h]
,
FIG._10 FIG._11
, ,
||
THE HEROES
RULEBOOK
FIG._12 · The player controlling Commissioner Gordon declares they perform a melee attack. They target the Thug with crowbar
in the same area and decide to spend 2 cubes on a melee attack.
||
FIG._13 · Commissioner Gordon carries a tonfa which grants him a bonus for his attack.
BATMAN: GOTHAM CITY CHRONICLES
+ FIG._15
,
14
1
li lltll 111111111111111111111111111111111111111111111111111111 IIIUI 1111111111111111 UIII 111111111111111111111111111111111111111111
•
space if doing so would exceed its exertion limit.
[b] DECLARE THE TARGET
,
•[c]
,
SPEND
)
immediately.
•
ENERGY CUBES
\_ V·C·2 [d] * Create the Dice Pool
,
1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
( EXERTION LIMIT OR EXERTION LIMIT
\_ NOT REACHED ALREADY REACHED The attacker creates their dice pool. For that, they take
as many dice indicated by their ranged attack charac-
[e]
,
•[f]
,
||
[g] REROLLS
,
RULEBOOK
in an area at a lower elevation, they add an extra
•[h]
,
CALCULATE
yellow die to their dice pool.
•
||
THE NUMBER OF SUCCESSES
\_ * Roll the Dice Pool
THE HEROES
V·C·2 [f]
,
•
IIIIIIIIIIIIIIIUIIIIIIIIIIIIIIIIIUIIIIUIIIIIIIIIIIIIIIUJIIIIUIIIIIIIIIIIUIIUUIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIUIIIII
[i]
,
•
,
1-.
V·C·2 * Declare a Ranged Attack [a]
,
•
rying a ranged weapon that they can use (see page 24).
The hero declaring the ranged attack is the attacker. V·C·2 [h] * Calculate the Number of Successes
,
li lllll lllllllllll llllll 111111111111111111111 IUll lllllllllll llllll lllll lltllllllll Ulll 1111111111111111111111 lltll 111111111111111
1
1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
The defender must defend themselves, and then The hero’s ranged attack ends.
apply any wounds (see page 42).
L _ _ _ _ _~ L - - - - - ~
- - . --. . .,.
FIG._16
,
- ~~- - .
FIG._17
.
,
FIG._18 · Batman is equipped with batarangs, so the player controlling him can perform a ranged attack. They target the Brute
THE HEROES
with chains in the same area. A model has a clear line of sight in their own area. They decide to spend 2 cubes to perform a
ranged attack.
FIG._19 · The batarangs grant Batman a bonus to his attack.
||
+
FIG._21
,
3 1 - 1 3
FIG._20 · The player controlling Batman rolls their dice pool.
-
They decide to use the free reroll on the yellow dice and get
one success.
FIG._21 · The hero gets a total of 3 successes on their roll.
0 =
FIG._22
,
16
-
-
complex manipulation
automatic manipulation
..
V·C·3 [a]
,
i
,
L •
nature of the manipulation must first be specified. A
V·C·3 [a] * Complex manipulation hero can only:
,
llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll:)
1
~
i
,
DECLARE l
..
A COMPLEX MANIPULATION V·C·3 [a] *Spend Energy Cubes
•
ii
,
L _j
1
L
~
iii
,
...
NOT REACHED
CREATE
ALREADY REACHED
l
The hero cannot spend energy cubes on the manipu-
lation space if doing so would exceed its exertion limit.
||
THE DICE POOL action ends immediately.
L _
..
_j
RULEBOOK
......
e1 iv
,
iii
,
||
THE HEROES
The hero creates their dice pool. For that, they take
e1 v
,
•1 vi
,
REROLLS
- . . .- => -V·C·3 [a] iv *Add the Tool Bonuses
_,
,
vii
l
,
..
L _j
-
..... OR
( SUCCESSFUL UNSUCCESSFUL V·C·3 [a]
,
v
,
,
L
viii
ix
,
,
APPLY
THE COMPLEX MANIPULATION
END
l
_j
l
'
..
V·C·3 [a]
,
vi
,
*Rerolls
The hero can attempt to improve the roll result by
rerolling (see page 41).
THE COMPLEX MANIPULATION
L _j
L 17
_)
..
End the Complex Manipulation step.
The hero adds together the number of successes. The
complex manipulation is affected by hindering (see page
44). This means that the hindering index must be sub- V·C·3 [a] viii *Apply the Complex Manipulation
,
-
If the result is equal to or higher than the action’s
difficulty level, the hero succeeds and they move
on to the next step.
If the result is lower than the action’s difficulty
..
V·C·3 [a]
,
ix
,
•---=--- -
_, - ~ ·~-~-~_lfi~,l/ij~::.,' S~
THE HEROES
FIG._23/24 · Batman tries to open the safe located in his area in search of evidence.
,. ,. •· -J =• . - ---- .. • ~ ■- @" ----=---- -tr.-,- i'li,, - --~: ::r-."'
FIG._23 FIG._24
, ,
||
RULEBOOK
||
BATMAN: GOTHAM CITY CHRONICLES
FIG._25 · The special rules of the mission indicate that a hero in the same area as the safe may try to open it and retrieve its con-
tents. To do so, they must perform a complex manipulation with a difficulty of 3. If it is successful, the hero opens the safe and
may add its contents to the items they carry, should they want to and if able to. The player controlling Batman declares they
open the safe and spends 3 energy cubes on the manipulation.
FIG._26 · The player controlling Batman rolls their dice pool. No dice can be rerolled for free and the player decides not to buy rerolls.
FIG._27 · The complex manipulation is subject to hindering but there is no enemy left in Batman’s area. So he is not hindered, gets 3
successes and opens the safe. He finds a submachine gun he decides to carry.
18
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•
.
FIG._28/29 · Commissioner Gordon decides, in agreement
-
-
with Batman, to take the submachine gun previously found
1
11
exchanging an equipment card.
i
,
DECLARE
AN AUTOMATIC MANIPULATION _)
FIG._29
,
ii
,
SPEND
( EXERTION LIMIT
... ENERGY CUBE
~
OR
EXERTION LIMIT
_)
'---
,-
NOT REACHED
... _) ALREADY REACHED
iii 1
L• ~
FIG._30
,
1 ,
||
RULEBOOK
They can only:
FIG._31
,
||
- take a piece of equipment,
THE HEROES
- pick up a piece of equipment
- perform the automatic manipulations specified
by the mission or in their skills description.
V·C·3 [b] ii *Spend Energy Cube
,
The hero moves one cube to the manipulation action FIG._31 · Commissioner Gordon and Batman update their
space. If the exertion limit has already been reached, encumbrance total. Commissioner Gordon can now use the
the action ends immediately. submachine gun to perform ranged attacks.
V·C·3 [b] .. ,
iii
,
4 HERO THOUGHT
,
dering (see page 44). The effects of the action are Thought is an action that represents the interac-
applied. tions of the heroes with their environment when
V·C·3 [b]
.. ,
SPEND 1
1 HERO COMPLEX THOUGHT
--,
1 L
... ENERGY CUBE _j
•'-
OR
i (
,
SPEND --, ~
iii
,
APPLY 1
ENERGY CUBES THE AUTOMATIC THOUGHT
'- OR
_j
'- .... _)
( EXERTION LIMIT
NOT REACHED
EXERTION LIMIT
ALREADY REACHED ~
iv
v
, ,
--, V C
THE HEROES
000
~
iii
,
CREATE
ADD THE TOOL BONUSES moves made using move points. The move point
,
• v
,
...
ROLL THE DICE POOL
~
-.
miniature can spend.
||
Il 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
vi
'---- REROLLS
~
,
CALCULATE
,
•
ACTION ACTION
_j
'- V·C·5 [c] * Add Move Point Bonus for the First
-_,
viii
'-
,
APPLY
THE COMPLEX THOUGHT
~
_j
Movement
li 111111111111111111111111111 11111111111111111111111111111111111111111111111111111111111 IIIIIIIIIII IIIIIIIIII IIIIII IIIII IIIIIIIIII
L _) lllllllllllllllllllllllllllll 11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
1
Automatic thought, although a totally different
action, works in exactly the same way as auto-
1 The area in which the miniature is located is the
start area. The hero chooses the area to which the
matic manipulation. The player must follow the miniature will move. This area is the destination
same sequence as for automatic manipulation, area. A miniature cannot enter an area if by doing
replacing the term “manipulation” with “thought” so they would over-occupy it (see page 43). The des-
(see page 19). tination area determines the type of move required:
simple or special.
20
j l:
boundary from one area to an adjacent area. lllllll llllllUIIIIIIIIIIIIIIIIIIIUIIIIIIIIIIIIIIIIIIIIIUIIUlllllllltllllllUIUtllllllllllllllllllUUllllllllllllllllllllllll ! •
! !
- A special move is indicated in the game boards The cost of the move is calculated based on the type
!.
rules by a fall, jump, or climb icon. A special move of move involved:
is always associated with a level.
L~ - - -_ -_ -_ - _- _- _- _- _- _- _j ~
L _ _ _ _ _ _ _j -_
--_ SIMPLE MOVE
=
MOVEMENT
1 11 11 11 1
t t
the total level
hindering index
t,
[a]
J + + of difficult
,
[b]
,
CREATE
~ L _)L _)L_ _) ,
THE MOVE POINT POOL SPECIAL MOVE
L _)
~
[c]
~ ,-,,-,,-, FALL
=
,
~ L _
[d]
,
CHOOSE
• MOVE TYPE
_JL _ _JL _ _J ;
L _) JUMP
=
~ [e]
~ 1 Il Il Il 1
,
+
1
THE MOVE COST of difficult
~ t index
1 ~ - -SPEND
1 move point
f + jump level + of the + terrain
of the start 1
||
[f] 1
start area
,
area.
L _ _JL _ _JL _ _JL _ _J
RULEBOOK
L ENERGY CUBES _)
CLIMB
=
~
[g]
,
J
||
SPEND
1
1 11 11 11 1 hindering
the total level
THE HEROES
MOVE POINTS
~ + +
of difficult
index
L
[h]
,
MOVE
THE MINIATURE
1 1
1 move point
[i]
1 • '"""""""""""""-"""'"""'"""'"""'""""'""'""'~""'"""""'"~
,
,
L
[k]
,
END
THE MOVEMENT
MOVE
~ _)
~
_)
reached or if the hero cannot buy the missing move
points, they pass directly to the End the Move step.
L- - - - - -~ ~ ~ - - - - -~ 21
•
FIG._32
,
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•
V·C·5 [h] * Move the Miniature
,
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•
V·C·5 [i] * Apply the Effects of the Destination Area
,
1111111111111\IIIIUIIIIUlllllllllllllllllllllllllllllllllllllflllltllllltlllllllllllllllllllllllllltllUllllllllllllllllllllllll
number of yellow dice as the level of the fall and Batman has not yet moved this turn, so
RULEBOOK
then suffer as many wounds as the number of suc- he adds his move point bonus for the first
cesses obtained. movement to his move points pool. As he
does not carry any equipment, his move
2/2
•
point bonus for the first movement is 2.
||
V·C·5 [j] * End the Move So his move points pool is currently at 2.
,
BATMAN: GOTHAM CITY CHRONICLES
llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
- If the hero decides to perform another move FIG._35/36 · Killer Croc is in an adjacent
during this movement action, they return to the area separated by a white boundary.
Choose Move Type step. Batman has to perform a simple move
FIG._36
,
•
V·C·5 [k] * End the Movement
,
1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
FIG._37
,
FIG._38
,
FIG._39
,
l'
still has 1 move point left in her move
FIG._43 · Now she has to perform another move to enter Batman and Killer Croc’s area.
This is a special move, as indicated in the game boards rules. More precisely, this is a level 2 climb.
So the cost of the move is 3 points.
FIG._43
,
||
RULEBOOK
||
THE HEROES
FIG._44
,
FIG._45 FIG._46
,
1/2
points she immediately spends to pay
for the cost of the special move and
meet Batman and Killer Croc.
+2 23
. . . .....
1
1
l
two categories:
-
-
l
Only the heroes can use the item cards. There are
equipment cards
- - - - -~L _ _ _ __
and Bat-gadget cards.
A hero can only use the item cards they carry. A card
carried by a hero is placed next to their hero board.
, 1
VERSO NAME x
VERSO
50
40
30
20
1, NAME 2x ,
US
ER
10
1 NAME 12
RECTO
RECTO
, ,
4 X
4
,
50
x ,
5
THE HEROES
40
,
5 ,
30
3 , 20
10
3 ,
US
ER 5
||
RULEBOOK
6.2 , 6.4 ,
6.2 , 6.4 ,
6 X
,
6
,
X
x x
||
(; · NAME
1 .~ ------- Î
· BONUS LINE
6
•
, ,
2 ,
· ENCUMBRANCE OF THE EQUIPMENT Different bonus lines, constituted of icons,
NAME
or SIZE OF THE BAT-GADGET x explain the bonuses conferred to the heroes by
••
3 ,
· ARTWORK the item cards and how they are used.
4 ,
· TYPE OF ITEM 50
20
cates when those bonus are applied:
NAME TOOLS: Axhero cannot combine identical •6.1 A During MELEE ATTACK.
(il' w
,
10
US
ER
tool bonuses. NAME 1
(laal
MELEE WEAPON: A hero cannot com-
0 During RANGED ATTACK.
•00
bine the bonuses ofX multiple melee 50
• 5 ,
· USE RESTRICTION
Only THE HERO WHOSE NAME IS INDICATED
20
During MOVEMENT.
•fi)
10
US
ER on the item card can benefit from its
0 During DEFENSE.
•
bonuses.
This icon indicates that the heroes The bonus has a PERMANENT EFFECT.
with THE MORAL CODE TRAIT cannot bene-
fit from these bonuses.
X
This icon indicates that THE HERO MUST X an item card begin with
If different bonus lines from
tl> x
REMOVE THE ITEM CARD FROM THE GAME
after they have benefited from at least
one of its bonuses.
x
the same icon and may be applied, then the hero
chooses which line is applied.
L 24
-
must be added: limit of the skill.
a defined type which must be added to a dice FIG._50 · With an encumbrance total
-
pool. of 5, Commissioner Gordon loses the
benefits of the retaliation skill.
6.4 · SKILL: The hero gains a skill of a given level. If the
hero already has this skill, the skill level of the
-
card is added to the hero’s own skill level.
IU1111HIIIHIIIIUlll111111111HUIIIIIHIIIIIIIIIIIIIIIIIIIIIIIIIHIIIIIIIIIIIIIIIIUIIIIIIHIIIIIIUlllllllltlllllllllllllllll
EQUIPMENT CARDS
During the Apply the Automatic Manipulation step
-
V·D·1 [a] * Hero encumbrance total
(see page 19), the hero places the picked-up equip-
ment next to their hero board.
,
The encumbrance total of a hero is the total of the V·D·1 [c] * Giving equipment
,
carrying.
Giving equipment is an automatic manipulation.
During the Spend Energy Cube step of an automatic
FIG._47 · Commissioner Gordon carries a tonfa and a subma- manipulation, only the hero who gives the equip-
chine gun, that bring his encumbrance total to 5. ment spends an energy cube.
||
- The receiving hero accepts the equipment.
RULEBOOK
- Both heroes are in the same area.
- The equipment would not cause the maximum
encumbrance value of the hero receiving it to be
||
exceeded.
THE HEROES
During the Apply the Automatic Manipulation step
1 + 4 = 5 (see page 19), the hero receiving the equipment
places it next to their hero board.
FIG._48
,
-
V·D·1 [d] * Taking equipment
,
lllllllllllllllllllllllllllllltllllllllllllllllllllllllllllllllltlllllllllllllltllllllllllllllllllllllllllllllllllllllltllllllllll
FIG._48 · With an encumbrance total of manipulation, only the hero receiving the equipment
5, Commissioner Gordon is below his spends an energy cube.
maximum encumbrance value.
To take equipment, the following criteria are necessary:
- The hero carrying the equipment agrees to give it.
- Both heroes are in the same area.
It determines their move point bonus. - The equipment would not cause the maximum
encumbrance value of the hero taking it to be
FIG._49
,
exceeded.
FIG._49 · With an encumbrance total of During the Apply the Automatic Manipulation step
5, Commissioner Gordon’s Move Point (see page 19), the hero who takes the equipment card
Bonus for the First Movement is 1. places it next to their hero board.
25
.,_,___ _ _ _ _ _ _ _ _)
llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
•
V·D·1 [f] * Dropping equipment
,
11111111111111111111111111111111111111111111111111111111111m111111111111111111u1r11111111111111111111111111111111111111111111:s1
V D
2 BAT-GADGET CARDS
,
26
27
Batman_RulesBook_EN.indd 27
VI .
THE VILLAIN
VI
A COMMAND POST
AND TILES
,
VI A 1
,
· RESERVE ZONE: When the villain spends an energy
cube, they take it from this zone. It represents the
1 ,
1• 1
:Z:
THE VILLAIN
!~!
=>=
;~:
(~(
~ =~
||
4, 5 , 6,
i ::.:: i
RULEBOOK
: a :
•: CD
□ .:
:: w :
_. : 1, 2,
~~~
||
::; t.J
~~
BATMAN: GOTHAM CITY CHRONICLES
_J :: 7 7 7 7
3
,
:z :
(~ (
~ i3 ~
: >- :
: ~ : 9,
;u ;
1~1 8
,
~~~
=~=
izi
]I
3 ,
· RECOVERY VALUE: During the Upkeep Villain step, 7 ,
· LIFE POINT TRACK: This track is used to show the
the villain recovers a number of energy cubes physical state of the characters who have several
equal to the recovery value that is given by the life points.
• 4 ,
mission.
· MOVEMENT SPACE: This space represents the move-
ment action of the villain and includes their
•
8 ,
· THE RIVER: The river is the space in which the vil-
lain places their character and event tiles in the
order indicated by the mission. During the game,
movement characteristic and their exertion limit. they are moved according to their activation.
• 5,
· DEFENSE SPACE: This space represents the villain’s
defense and includes their defense characteristic
and their exertion limit.
•
9 ,
· TILE ACTIVATION COSTS: The cost of activating a tile
corresponds to its position in the river or the
position pointed by the tile’s cost indicator and
• 6 ,
L _________
· REROLL SPACE: This space represents the villain’s
reroll and includes their exertion limit.
-----<....,_,....f""""'~
is indicated by the number above it.
' - - - - - - - - - -_j
28
2 THE TILES
,
lllllllllll llUI 111 UUI l llllllll llll l lllll 111 UII IJIIUll li LIii Il IIIIIIJHIIII 11111111 llll l li lllllllllllll llllll 11111111111111111
1 4 5 1 4 5 1 4 5
e ,
NAME , ,
,
, ,
,
, ,
6 7 6 7 6 7
16 16 16
, , , , , ,
3
,
3 3
, ,
,
, ,
8 9 8 9 8 9
2, 2 ,
2 ,
10 10 10
r
, ,
,
14 , 14 , 14 ,
11 ,
X 11 ,
11 ,
12 ,
X 12 , 12 ,
•
X
13 ,
15 ,
13 ,
15 ,
13 ,
15 ,
||
RULEBOOK
r
1
A character tile defines each character it controls.
The following features apply to each character of 1
11 ,
1
(; · RANGED ATTACK: Indicates the ranged attack char-
acteristic(s) (each composed of one or several
_)
||
1 that tile: types of dice). The action multiplier associated
THE VILLAIN
with each characteristic indicates the number of
~ ·· TILE
1 NAME
1 times each action can be performed.
• •
,
••
· ARTWORK of dice). The action multiplier associated with
3 ,
•
5 · AUTOMATIC DEFENSE: This value indicates the num-
,
••
6 · MOVE POINT BONUS FOR THE FIRST MOVEMENT
7 · SIZE INDEX
,
•
15 · REINFORCEMENT COST: This value represents the
,
••
,
8 · MENACE INDEX ,
pay to bring back a character whose miniature is
9 · TRAIT: Indicates the trait of the character (see
,
in the character pool (see Reinforcements page 37).
page 58). A tile without a reinforcement cost indicates that
•
10 · MELEE ATTACK: Indicates the melee attack char-
,
~ · Leader / Lieutenant
with each characteristic indicates the number of · Elite
L
times each action can be performed.
29
· Henchman
'' _)
t!IIIIIIIIIIIIIIIIIIIIIIIIIIUlltllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllltfllllllllllllllllllllllllllllllltll
1
2••
,
· Upkeep Villain
· Trigger the Start of the Villain’s Turn Effects
:•
,
•
VI·A·2 [c] * Event tile
,
fllllllllllllltlllllllllllllUlllllllllllllllllllllllllllllllllllllllllllllllllllltlllllllllllllllllllllllllllllllllllllllllllllll
UPKEEP VILLAIN
All energy cubes that are neither in the fatigue zone nor
in the reserve zone must be moved to the fatigue zone.
in the river. When it is
activated, it allows the The villain recovers a number of energy cubes corre-
villain to trigger vari- sponding to their recovery value, given by the mission.
ous events as described
in the mission and also
~
VI B
1 000
BATMAN: GOTHAM CITY CHRONICLES
During this phase, the villain takes over, activates 3 ACTIVATE THE FIRST TILE
,
• 1
'----
,
UPKEEP
VILLAIN
1
_j
directly on to the Trigger the End of the Villain’s
Turn Effects step
\_ ~
• 1 1
ACTIVATE THE FIRST TILE
2 TRIGGER THE START 1
~
[a]
1
,
•[b]
=>
,
ACTIVATE REPOSITION
,
'----
5 ,
,
1
[d]
~
'----
[e]
~
,
,
END
1
_j
1
OF THE VILLAIN’S TURN EFFECTS THE TILE ACTIVATION
_j _j
'---- '----
L 30 - - - - -- -- _)
11111111111111111m1111111111111111111111111111m111111111111111111111111111111111111111111111111111u11111111111111111111111111
by the Tile or Trigger the Event Tile
1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
are mission specific.
,
IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIUllllll/1111111111111111111111111111111111111111111111111111111111111111111111111111111111111
0 0 0)1 ~
4 ACTIVATE THE SECOND TILE
FIG._52 · Killer Croc’s tile is in the third position of the river
,
y~,.
and therefore has an activation cost of 3. The villain moves 3
energy cubes from their reserve zone to their fatigue zone. - If the villain wishes to activate a second tile,
they repeat the steps specified in Activate the
||
FIG._52
,
First Tile.
RULEBOOK
- If not, the villain moves directly on to the Trigger
the End of the Villain’s Turn Effects step.
||
THE VILLAIN
VI B
VI·B·3 [c] * Reposition the Tile Some effects are linked to the end of the villain’s
,
1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 turn.
The villain removes the activated tile from the river, If at least one of the trigger conditions is fulfilled,
slides the remaining tiles to the left and then places the corresponding effects take place in the order
the tile at the end of the river to the right. chosen by the villain.
L _)L _ _ _ _ _ _j
FIG._53· The activated tile is placed at the end of the river to the right. VI
C ) ACTIVATE A CHARACTER
~' '
'
CONTROLLED BY A TILE
,
FIG._53
,
~ / 1
. -• ·- - '
,.'
• _)
31
1 3 DECLARE AN ACTION
OTHER THAN MOVEMENT
,
DESIGNATE
,
A CHARACTER
- If the villain wishes, they declare that they will
carry out an action other than a movement:
2 ,
l
THE ACTION ' they must specify which one they will use.
L _)
~
5 REPEAT VI C 000
,
i
i
!
L
...
THE ACTION 4 PERFORM THE ACTION
,
...
1
;
♦
6
THE VILLAIN
! SECOND MOVEMENT STEP They carry out the action chosen in the previous step.
,
':
•
1 ♦
7- END THE CHARACTER ~ VI C 000
,
! ACTIVATION
||
L _)
The character may repeat this action as long as they
1
Activate a character controlled by a tile consists of 1 have not exceeded their multiplier value. The villain
||
•:
1 · Designate a Character
,
i
,
1,
DESIGNATE A CHARACTER
VI C 000
.
VI D 000~
~
1
,
•[b]
\.__
,
DECLARE
THE TARGET •
VI·D·1 [d] * Roll the Dice Pool
,
CREATE
•
THE DICE POOL
•
IIIIIIIIIIIIIIIIIIIIIIIIIIIIJUIJIIIIIIIIIIIIIIIIIIIIIIIIIUillllltlllllllllllllllllllllllllllllllllllllllllllllll 111111111111111
•[e]
,
REROLLS
rerolling (see page 41).
[f]
,
CALCULATE
THE NUMBER OF SUCCESSES
•
VI·D·1 [f] * Calculate the Number of Successes
,
11111111111111111111111111111n111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
||
•
The melee attack action is not affected by hindering
RULEBOOK
[g]
,
[h]
VI·D·1 [g] * Defending and Wounds
,
||
END
,
THE VILLAIN
THE MELEE ATTACK 1111111111111111111111111111tam111111111111111111111111m111111111111111111111111 11111111111111111111111111111111111111111111
•
1111111111111111111111111111111111111111111111111111101111111111111111111111111111111111111111111111111111111111111 1111111111111
the attacker.
The melee attack ends.
•
VI·D·1 [b] * Declare the Target
,
IIIIUUIIIIIIIIIIIIIIIIIIIUIIIIIIUIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIUlllllllllllllllllllllllll11111111111111111UIUUIIIIIII
•
The target is the defender. If the villain is unable to
declare a target, the attack immediately ends. VI·D·2 [a] * Declare a Ranged Attack
,
1111111111111111111111111111111111111111111111111111111111111111111111111111111111111 11111111111111111111111111111111111111111111
L _ _ _ _ _ _ _ _)
33
DECLARE
A RANGED ATTACK
1
_)
1VI·D·2 • [e]
,
* Rerolls 1
11111111111111111111111 Ulllllllll lllllllllll lllll llllll ltllllllll Ulllllllll 11111111111111111111111111111111111111111111111111111
•
DECLARE
THE TARGET VI·D·2 [f] * Calculate the Number of Successes
,
_)
1111111111111111111111111111111111 lllllllllll lllll llttll ltllllllll lllllllllll llllll 11111111111111111111111111111111111111111111111
•[c]
L
,
CREATE
THE DICE POOL
1
_)
The villain adds together the number of successes.
Ranged attack is affected by hindering. This means
that the hindering index (explanation page 44) must be
•
subtracted from the number of successes obtained.
[d] ROLL THE DICE POOL
,
•[e]
,
REROLLS •
VI·D·2 [g] * Defending and Wounds
,
111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 llll
•[g]
,
IIIIIJIIIIIIIIIIIIIIIIIUIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIUlll\11111111111111111111111111111
||
RULEBOOK
END
THE RANGED ATTACK
VI D
||
3 CHARACTER MANIPULATION
BATMAN: GOTHAM CITY CHRONICLES
•
VI·D·2 [c] * Create the Dice Pool
,
•
VI·D·3 [a] * Character Complex Manipulation
,
The villain creates their dice pool by taking the dice This covers all actions with uncertain results, such
indicated by the characteristic previously chosen as throwing an object or disarming an explosive
by the attacker, during the Declare an Action Other device.
than Movement step.
Complex manipulations have a difficulty level that
They can then benefit from a possible elevation bonus: the character must at least reach to succeed.
•
the nature of the manipulation must first be spec-
VI·D·2 [d] * Roll the Dice Pool ified. A character can only perform the complex
,
34
,..____ _ _ _ _ _ _ _ _)
'----
ii
,
A COMPLEX MANIPULATION
=>
..
_V·C·3 [b] vi *Apply the Complex Manipulation
,
• iii
,
-.-
ROLL THE DICE POOL
=>
=--
V·C·3 [b] vii *End the Complex Manipulation
,
,
• iv
,
...
REROLLS
=> The complex manipulation ends.
~
v
'----
,
...
CALCULATE
THE NUMBER OF SUCCESSES
OR
1
_) •
VI·D·3 [b] * Character Automatic Manipulation
,
...
ACTION ACTION
'---- L _j
APPLY
THE COMPLEX MANIPULATION
'---- _) i
"v~
,
DECLARE
AN AUTOMATIC MANIPULATION
1
~ _J '----
_)
l! vii END THE COMPLEX MANIPULATION
,
IJii 1
,
r=-..*
V·C·3 [b] ii ,
,
||
The villain creates their dice pool by taking the dice
•
RULEBOOK
iii
1
,
..
||
1 1
_
V·C·3 [b] iii ,
-V·C·3 [b] ..
,
v
,
4 CHARACTER THOUGHT
~ 1
[a]
,
~
,
} ~ DECLARE
.J
AN AUTOMATIC THOUGHT
Thought is an action that represents the inter- ~ _)
actions of the characters with their environment
~
[b] 1
,
~ 1
[c]
,
) -~,
:1
000
page 35).
FIG._54/55 · After activating his tile, the villain activates
,
in his area.
- -
[a]
1
,
DECLARE FIG._54
,
A COMPLEX THOUGHT
~ _)
||
-
RULEBOOK
[b]
1
,
CREATE
THE DICE POOL
~ _)
.....
||
•
BATMAN: GOTHAM CITY CHRONICLES
[c]
=>
,
•,
[d]
[e]
,
,
REROLLS
.....
CALCULATE
=>
1
THE NUMBER OF SUCCESSES
~ _)
~~ OR FIG._56
,
,
~
[f]
~
,
ACTION
_)
APPLY
THE COMPLEX THOUGHT
ACTION
1
_)
îl the melee attack characteristic of 1
yellow die with a reroll and 1 yellow
die, and action multiplier of 4. They
may perform this action up to 4
times with 1 yellow die with a reroll
and 1 yellow die.
~
r
[g]
,
FIG._57
,
36
tile) (see page 42) is brought back into play, the vil-
lain flips the tile face up.
- Character pool
FIG._60
,
||
FIG._61 · The villain flips the bomb token and decides not to
RULEBOOK
move in order to protect this objective, ending the activation At any moment during their turn, the villain can
of this Thug with crowbar. dredge the river by removing one or several neu-
tralized tiles (see page 42) and placing them back in
FIG._61
||
the game box. This costs two energy cubes per tile.
,
THE VILLAIN
These cubes are removed from the game and must
be taken from the villain’s fatigue zone. If there
are not enough cubes in this zone, the villain can
remove cubes from their spaces, then from their
reserve zone. There is no limit to the number of
neutralized tiles that can be removed from the river
as long as the villain has enough energy cubes to do
so. The miniatures of a tile thus removed cannot be
brought back into play, even during reinforcement.
VI
E ,
REINFORCEMENT
L _____ __J
VI
G DEMOBILIZATION
,
37
DEFENSE
=ffi
,,l
Defense is not an action. It allows a miniature to defend itself by cancelling a number of successes during
an attack and so reduce or avoid wounds. Unless otherwise indicated, the Defense step is obligatory. _j 1
11 , - - - - - - , - - - - - - -,
DEFENSE
The defender cannot spend energy cubes on the defense
space if doing so would exceed its exertion limit.
A DECLARE 1
,
-
B
L
C ,
,
SPEND
ENERGY CUBES
CREATE
1
1
_j
L _ _ _ _ _ _ _j
VII
Defense Die step.
C
,.,,.-----.._)
...___,,,
,
- -
D ,
-
-
VII
E ,
·- -
||
• --•
F REROLLS
~ 1 1
BATMAN: GOTHAM CITY CHRONICLES
G ,
CALCULATE
THE NUMBER OF SUCCESSES
1_j L - - - - - - - - _j
VII
,----..
E l ROLL THE DICE POOL
,
H 1 -......
_/
DETERMINE
. -· ....
,
'------
VII
,----..
L _ _ _ _ _ _j F ) REROLLS
'---/
,
VII
,,,.--.,
. - • ·- -
A DECLARE A DEFENSE
,
-....._j
1
. -• .. -
'r The defender can attempt to improve the roll result
by rerolling (see page 41).
1
r The player declares a defense with their miniature.
1
1 L _ _ _ _ _ _j
VII
1
'-- - - - - - - - _ )
VII G CALCULATE
THE NUMBER OF SUCCESSES
,
H ) DETERMINE
1
,,,.-, r,
'-../ THE NUMBER OF WOUNDS
,
I
'-../
,
WOUNDS SUFFERED
=
. .
. •
.
.
•••
||
RULEBOOK
||
DEFENSE
i
||
1
RULEBOOK
i 1
i 1
||
i i
BATMAN: GOTHAM CITY CHRONICLES
1 !!
f
!
i
1
!
'
V
40
REROLL
Rerolling is not an action. It allows a miniature to ignore the result of one or more dice and reroll
them. The new results must be taken into account. Unless otherwise indicated, the players may
always reroll after any dice roll. The reroll step is obligatory.
L _ _ _ _ _ _ _ _ _ _ _ _ _J
REROLL VIII
A ,
DECLARE
C DECLARE ANY PAID REROLLS
,
THE REROLLS
B ,
FREE REROLLS
The player can then pay to carry out additional 1
rerolls. They declare if they will pay to reroll the dice.
C DECLARE ANY PAID REROLLS dice pool. These dice can come from the free rerolls
,
EXERTION LIMIT
NOT REACHED
~
OR
_) ____ L _ _ _ __
EXERTION LIMIT
ALREADY REACHED
If the player does not want to reroll, they move
directly to the End the Rerolls step.
_j
D VIII
SPEND ,--....
,
- -• ·-
_ _ _ _ _ _ _ _ _ -_ --
E ROLL THE CHOSEN DICE The player moves as many energy cubes as the num- 1
||
,
RULEBOOK
The player cannot spend energy cubes on the reroll
-F END THE REROLLS ~ 1 space if doing so would exceed its exertion limit.
,
l___: _ _ _ _ _ _ _-~
||
If the exertion limit has already been reached, the
REROLL
VIII
reroll ends.
A DECLARE THE REROLLS
,
L _ _ _ _ _ _ _j
VIII
,,...........
[ The player declares a reroll with their miniature. 7 E ) ROLL THE CHOSEN DICE
'--..__/
,
... ..
' - - - - - --
VIII
B FREE REROLLS
,
---_)
r--- - - - - -,
The player rolls their chosen dice.
---• _
7~1
-.... /
this color for every reroll icon (of . -..... - -
the same color) you have. A die can
be rerolled for free only once.
Rerolls end.
The player can use the free rerolls available to him.
They then roll the dice of the free reroll.
L _ _ _ _ _ _ _ _ _ __ .....,..__......
41
........~_ _ _ _ _ _ _ _ _ _)
GENERAL CONCEPTS
IX IX
,,------... ,,--,
A
'-../' WOUNDS
,
1
C \ SPENDING ENERGY
'-.._/
,
1111 -• - -- ..
- -• ·- -
1 When a hero is wounded, they move the same num-
ber of energy cubes as wounds suffered into their
11 , This is the term used to describe the transfer of a num-
ber of cubes from the reserve zone to an action space,
1 1
wound zone. These cubes are first taken from their the reroll space, the defense space or the fatigue zone.
fatigue zone, then from their spaces, and finally
from their reserve zone. A hero is neutralized when
L _ _ _ _ _ _ _j
IX
all their energy cubes are in their wound zone.
L FIG._62 FIG._63
,,-----...,
D DICE TYPES
'-../
,
. -• ·-
, ,
1 -
IX
,,------..._
E l CHARACTERISTICS
'-- ./
,
L _ _ _ __ 3 ,
IX
,,-, 1.1
B NEUTRALIZED
'-../'
,
1
1,
•--• ---- 4 ,
1.1
-=
2
are no longer taken into account for this turn.
FIG._64
,
-•
••
1
1.1
2
3
,
,
· One or several dice of one or several types
· A multiplier of action
· A multiplier of move points
· No dice are added during the Create the Dice
Pool step. However, the miniature can benefit
from bonuses (weapon bonus, skill, etc.).
• 4 ,
· The miniature cannot perform the action or
defend itself.
42
_)
___ ._... __ . -• ·- -
1 An automatic success is a success that is always
added to the obtained result during the Calculate
1, There is never a negative value in BATMAN™: GOTHAM
CITY CHRONICLES. Therefore, there cannot be a nega-
1
1
the Number of Successes step. tive hindering index, number of successes, etc. Any
L _jL result that would be negative is considered equal to
zero.
IX
,,---....
_)
G FREE ACTION
'-.../
,
)
IX
,,---..._
- -• -- - L ) DETERMINATION
OF A LINE OF SIGHT
,
'-.../
1 The actions that are gained during the use of a •--• •---
skill, or with a special rule in a mission, are called
free actions. 71 Some actions and skills require having a clear line of 1
L _ _ _ _ _ _j sight to the target, as indicated in their description.
IX
I"--.... There is a clear line of sight between two areas if at
H) AREA OVER-OCCUPATION
least one of the following conditions is met:
,
- -• ·- -
- An imaginary straight line is drawn between
1 When a player wants to check if an area is over-oc-
cupied for a miniature, the size indexes of the
1 their respective line of sight markers, inde-
pendently of distance, without this line crossing
miniatures already in this area must be added walls, promontories or an area with an elevation
together plus the size index of the miniature in higher than the two areas. However, this line can
question. If this total is greater than the area’s start or finish on a promontory (see page 7)
occupation limit, it is said that the miniature
“over-occupies” it. If a miniature must come into
play in an area that it over-occupies, it is placed in FIG._66
,
||
adjacent areas are all over-occupied, the miniature
RULEBOOK
does not come into play.
IX
||
I ) EXERTION LIMIT
GENERAL CONCEPTS
,,---.... 1
,_/
area boundary.
---• -- -
1 When a player moves an energy cube to a space,
they must first check that the exertion limit has not
FIG._67
,
FIG._68
,
IX
J) DISTANCE
,,---.... ,
1
'-.../ 1
miniatures. O ,\
....__,/
,
GENERAL CONCEPTS
-
....... -
IX
,,-, The dissipation tokens have temporary effects then
M ' ENEMY AND ALLY MINIATURES
'-../
,
Smoke
Gas Token Flame Token Frost Token
Grenade Token
Ally: a character or hero that belongs to the AN ICON “ACTIVE” FACE UP
same side of a miniature. The one is not taken
||
miniatures.
IX
,,
,/
N ) HINDERING
,
Hindering is represented by a hindering index that During the Trigger the Start of the Turn Effects step
is calculated differently according to the action of the side of the player who placed it:
being performed: - If the token is “active” face up, it is turned face
down with the “dissipating” side visible.
- If a miniature performs a move, the hindering - If the token is “dissipating” face up, it is removed.
index is calculated based on the size indexes of the
other miniatures present in the area the miniature
L _ _ _ _ _ _ _J
IX
is leaving: ,-----..
P ', DIFFICULT TERRAIN
L ==--==----==------==-------==--------==----------=--------_- _- --,..
,
_) '-.__,/
L _ _ ~L- -~ ~ ' - - - - - - ~
-
t
Total size index
of allied miniatures
44
They are indicated by this icon
on the game board: X
R EXPLOSION
,
Q DANGEROUS TERRAIN
,
IX R 00
r
,
This icon represents dangerous - If the targeted area is dangerous terrain, its level
all times, by adding together the different levels of 2 RETURN TO THE INITIAL STATE
,
dangerous terrain present in the area. Some skills OF THE TARGETED AREA
or special rules add levels of danger to terrain by
using tokens. After having applied the wounds linked to the tem-
porary increase of the total level of the dangerous
- If a miniature wants to enter dangerous terrain, terrain, the total level of dangerous terrain reverts
during the Apply the Effects of the Destination to its initial value.
||
Area step, they roll the same number of yellow L
RULEBOOK
dice as the total level of dangerous terrain of the
area. They then suffer a number of wounds equal
to the successes obtained.
||
- If terrain becomes dangerous, a miniature present
GENERAL CONCEPTS
in the area must immediately roll the same num-
ber of yellow dice as the total level of dangerous
terrain of the area. They then suffer a number of
wounds equal to the successes obtained.
- If the total level of the dangerous terrain
increases, a miniature present in the area must
immediately roll the same number of yellow dice
45
LIST OF SKILLS
The use of a skill is always optional. A neutralized miniature cannot use their skills.
By convention, we use keywords between square brackets in skill descriptions:
[X] = skill level ;
[the possessor] = the possessor of the skill.
il
Skills are presented as follows:
ICON / SKILL NAME
-
Skill
WHEN: indicates the moment when the possessor of the skill activates it.
DETAILS
000
- [the possessor] performs the action.
AMBIDEXTERITY
EFFECT:
[the possessor] can target a miniature that meets
Allows its possessor to use two weapons of the same the following requirements:
||
fore to add their bonuses. Their encumbrance or size - [the possessor] must have a clear line of sight on
must be lower or equal to [X]. the target.
- ....
•••➔•-•H-OH••••H-•••·•••• -,oOO•••oo•••--H•• •• ••O-"OH•OO••OOO-♦Ho••••••-H-IO•<•OHO_ .._,,,,,,o•HO--IH••• - the size index of the target is lower or equal to
||
during the Add the Weapon Bonuses step of a melee - the target must be at a distance inferior or equal
or ranged attack of a hero. to [X] from [the possessor].
- the target must not over-occupy [the posses-
REQUIREMENTS: sor]’s area.
- [the possessor] is the attacker.
- They have two weapon cards whose individual During the Apply the Automatic Manipulation step,
encumbrance or size is lower or equal to [X]. [the possessor] removes the targeted miniature and
- The two weapon cards must be the same item type. replaces it in their area.
·-···..----······-·........-,-·········--·······----····--·-······----·······--··..······--····
EFFECT:
[the possessor] can use their two weapon cards and
sight with and draw it into their area. The target must during the Declare an Automatic Manipulation step.
be at a lower or equal distance than [X] and their size
index must be lower or equal to that of its possessor. REQUIREMENTS:
- __
··-···-··-·-···--·······-·........,...._._,_____________________________________.,_______ ........._,_.,,,,
WHEN:
,,_, -
-
[the possessor] performs the action.
[the possessor] declares the use of the skill.
DETAILS
during the Declare an Automatic Manipulation step. - [the possessor] has not already used the skill
during this turn.
REQUIREMENTS:
- [the possessor] declares its use.
L _ _ _ _ _ _ _ __ 46
_ _______ _)
EFFECT:
during the Apply the Automatic Manipulation step, BURST
[the possessor] triggers a level [X] explosion in their
area as well as in an adjacent area to which they
have a clear line of sight. [The possessor] is not After having neutralized an enemy with a ranged
wounded during this explosion. attack, its possessor can use their remaining suc-
cesses on [X] other miniatures they share a clear
line of sight with.
-
000
••- ..,,.,. -N•••--•- '"' - -•"• -•.,•••- -• O••"•- _,.,
BERSERK WHEN:
DETAILS
during the Defending and Wounds step of a
ranged attack.
Allows its possessor to increase the strength of
their melee attacks by adding [X] white dice to each REQUIREMENTS:
of them. If they are a hero, they must have at least - [the possessor] is the attacker.
half their energy cubes in their wound zone. If they - the attack is not a free action but can be a
are a character, they must have lost at least half deferred attack.
their life points. - there are remaining successes. They are equal
- WHEN:
to the number of successes not converted into
wounds and/or not cancelled by defense.
DETAILS
during the Create the Dice Pool step of a melee attack. - [the possessor] has performed less than [X]
||
RULEBOOK
attack dice pool for each attack. Successes step.
- during the Calculate the Number of Successes
step, the number of successes is considered as
equal to the remaining successes from the pre-
||
BODY GUARD vious attack.
LIST OF SKILLS
000
Its possessor increases by [X] automatic successes the
defense of allied miniatures located in the same area. CIRCULAR STRIKE
- WHEN:
, _
----······--... ........ ..........._.,..........___.,..,.••.. _____
..... .........._,,,. , ,, ._
DETAILS
during the Calculate the Number of Successes step After having neutralized an enemy with a melee
of a defense. attack, its possessor can use their remaining suc-
cesses on [X] other miniatures.
--··-······ -- --·--········-···········---···..···-··········-·······..···---······..-·····..,·--··········-····"
REQUIREMENTS:
- [the possessor] is neither the defender nor the WHEN:
DETAILS
When the possessor neutralizes a miniature during the Weapon Bonuses steps.
LIST OF SKILLS
.....
miniature.
-_ -
- .. _..........._........................... .........._.............._.......... ............................ ..... --
CRY
||
WHEN:
RULEBOOK
DETAILS
--·
during the End the Melee Attack step. Allows its possessor, once per turn, to trigger a level
----·····----···..-- [X] explosion in their area and in an adjacent area
REQUIREMENTS: with a clear line of sight.
||
- the attack in progress is not a free action. during the Declare an Automatic Manipulation step.
EFFECT: REQUIREMENTS:
[the possessor] immediately performs a free action - [the possessor] declares the use of the skill.
of melee attack called a combo. - [the possessor] performs the action.
- [the possessor] has not already used the skill
A combo works in the same way as a melee attack during this turn.
with the following exceptions:
EFFECT:
- [the possessor] ignores the Spend Energy Cubes step. a cry works in the same way as an automatic manip-
- during the Create the Dice Pool step, [the posses- ulation with the following exception: the Spend
sor] takes [X] dice indicated by their melee attack Energy Cube step is ignored.
characteristic.
- [the possessor] ignores the Add the Weapon During the Apply the Automatic Manipulation step, [the
Bonuses step. possessor] triggers a level [X] explosion in their area as
well as an adjacent area with a clear line of sight. [the
possessor]is not wounded during this explosion.
COUNTERATTACK
ELITE COMMAND
After a melee attack has been resolved against its
possessor, they can perform a free melee attack
WHEN:
....................................................................................................................
Allows its possessor to control friendly elite units.
They choose an elite level tile from their side and [X]
miniatures. These friendly miniatures start the mis-
sion in [the possessor]’s area. They can activate them
DETAILS
during the End the Melee Attack step. by performing an automatic thought. Each energy
- - - - - - - - - - - - - - - - - -~ if fl! ):!ffffl~--pmnrurm;
,! : 48 l!Dii,;:,- ___________________ _ )
-
miniatures is move to [the possessor]’s thought space.
··--·--·-·········---- ----
WHEN:
all the time. Allows its possessor to ignore [X] enemy size
. -··- ........·--·-··-···..··········--·····-..·····--··---···..····-- - -
indexes when moving.
REQUIREMENT: ··- -··········"·'''- -············---·-
- [the possessor] declares the use of the skill. WHEN:
DETAILS
! !!
.................... during the Calculate the Move Cost step of a movement.
EFFECT:
during the mission setup, [the possessor] chooses an REQUIREMENT:
elite level character tile from the same side as them- - [the possessor] performs the action.
i
1,::·· :
selves and places that tile next to their hero board. ---- .. . - . -··················-······..······..······--···············--·····
The character tile must not already be in the river EFFECT: : .
or already selected as part of another command [the possessor] adds [X] automatic successes to the
skill. This tile is known as a “friendly tile”. number of successes of their defense.
Il.·,.
[the possessor] takes [X] miniatures of that tile.
These start the mission in the same area as them. If 1
the area would become over-occupied with the min- FLAME / TOXIC GAS
iatures, they are placed in adjacent areas. 1
(see page 31) with the following exception: during the End the Melee Attack step or the End the
Ranged Attack step or just after an explosion.
- when the text refers to the villain, it is considered
||
....... ··- - - - ····----··----····--····· --------
RULEBOOK
that it refers to [the possessor]. REQUIREMENT:
- [the possessor] is the attacker, or the player trig-
When a character of one of their friendly tiles per- gering an explosion.
forms a defense, [the possessor] must respect the
||
... . ''"·········-·······..···········--············..·····--·--······--··..···············
following exceptions: EFFECT:
LIST OF SKILLS
[the possessor] places [X] flame/gas tokens in the area
- during the Spend Energy Cubes step, instead of of the target or the explosion.
moving their energy cubes to the defense space, [the
possessor] moves them to their thought action space. A flame/gas token adds 1
- during the Create the Dice Pool step, the defense -......... ,;,,. to the level of “danger-
characteristic is equal to an orange die. ous terrain” of its area.
When a character of one of their friendly tiles per- [possessor] ignores all the flame/gas tokens.
forms a reroll, [the possessor] must respect the
following exception:
1
[the possessor] moves them to their thought action during the End the Melee Attack step or during the
space. The movement characteristic is equal to 1. End the Ranged Attack step, or just after an explosion.
L------◄►~~------ ~ 49
DETAILS
- [the possessor] is the attacker or the player trig- during the Calculate the Number of Successes step
gering an explosion. of a complex thought.
....................... , .., .........................................................................,............................................................... ...........................,.........................,_,,...............................................................,..........................................
EFFECT: REQUIREMENTS:
1 [the possessor] places [X] frost tokens in the area of - [the possessor] performs the action.
the target or the explosion. - in the description of the performed thought, it is
indicated that the skill is taken into account.
A frost token adds 1 to the
level of “dangerous terrain” EFFECT:
................................................. ___
of its area. [the possessor] adds [X] automatic successes to the
number of successes obtained.
[the possessor] ignores all the frost tokens.
---------~000
HENCHMAN COMMAND
GRENADE
This skill works in the same way as the Elite com-
Allows its possessor to trigger a level [X] explosion in a mand skill, replacing the term ‘elite’ with ‘henchman’.
-
||
DETAILS
during the Declare a Complex Manipulation step. point cost for enemy miniatures wishing to enter
the area in which its possessor is located.
REQUIREMENTS:
- --
...........................................................................................................................
||
- [the possessor] has a clear line of sight to the tar- during the Calculate the Move Cost step of a movement.
geted area. ..........,,........................................................................................................................................................
.................................................................................................................................................................... REQUIREMENTS:
EFFECT: - the miniature who performs the movement is an
[the possessor] must successfully perform a com- enemy to [the possessor].
plex manipulation with a difficulty level equal to the - [the possessor] is in the destination area of the
distance between them and the targeted area. miniature performing the movement.
HACKING WHEN:
DETAILS
(.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
EFFECT: REQUIREMENT:
at the end of the mission setup, [the possessor] - [the possessor] is the target of the attack.
chooses an unused miniature for the mission that -·······....·-· ··········-·-··................. -...........................................................................................
they place in their area. That miniature is called the EFFECT:
imaginary friend. [the possessor] adds [X] automatic successes to the
number of successes of their defense.
The imaginary friend has a size and menace index
of zero. It is considered as a miniature that does not 000
belong to any side. It cannot be targeted. It does not
have any life points. The only way to neutralize it INVESTIGATION
is if an enemy miniature, located in the same area
as [the possessor], successfully performs a complex
thought with a difficulty level equal to [X]. Allows its possessor to benefit from [X] automatic
successes during certain thought actions indicated
-
The imaginary friend must always be in the same area by the missions.
as [the possessor]. So, when the latter is moved, the
imaginary friend also moves without additional cost. WHEN:
DETAILS
during the Calculate the Number of Successes step
As long as the imaginary friend is present on the of a complex thought.
board, [the possessor] gains an additional yellow die
for each of their actions. REQUIREMENTS:
- LOCK PICKING
||
RULEBOOK
WHEN:
DETAILS
during the End the Melee Attack step or the End the
Ranged Attack step, or just after an explosion. Allows its possessor to benefit from [X] automatic
successes during certain manipulation actions indi-
||
REQUIREMENTS: cated by the missions.
- [the possessor] is the attacker or the player trig-
gering an explosion.
-WHEN:
LIST OF SKILLS
DETAILS
000
Allows its possessor to benefit from [X] automatic
defense successes against melee attacks. LUCK
WHEN:
DETAILS
during the Calculate the Number of Successes step Allows its possessor to benefit from [X] free rerolls.
of a defense against a melee attack.
L 51
_)
REQUIREMENTS:
- [the possessor] performs the reroll. - [the possessor] is located in the same area as the
miniature rolling the dice.
EFFECT: - [the possessor] is an enemy of the miniature roll-
at the start of the Free Rerolls step, and before any ing the dice.
free rerolls are made, [the possessor] may perform
[X] rerolls from the previously rolled pool. The same EFFECT:
die can be rerolled several times. [the possessor] can force the player controlling
the miniature who has rolled the dice to reroll, for
000 free, [X] dice. [the possessor] chooses the dice to be
rerolled. Then, the Declare the Paid Rerolls step fol-
MARKSMAN lows as usual.
000
Allows its possessor to add [X] automatic successes during
MOBILITY
-
a ranged attack if they have obtained at least one success.
WHEN:
DETAILS
LIST OF SKILLS
during the Calculate the Number of Successes step Allows its possessor to ignore [X] difficult terrain
of a ranged attack. levels when moving.
REQUIREMENTS:
-WHEN:
DETAILS
- [the possessor] is the attacker. during the Calculate the Move Cost step of a
||
.................................................................................................................................................................... ..................................................................................................,......................,,.........................................
EFFECT: REQUIREMENT:
[the possessor] adds [X] automatic successes to the - [the possessor] performs the action.
||
EFFECT:
[the possessor] ignores [X] levels of difficult terrain
for each move.
MARTIAL ARTS 1
-~ I 000
Allows its possessor to add [X] automatic successes during MUNITIONS SPECIALIST
a melee attack, if they have obtained at least one success.
during the Calculate the Number of Successes step successes during certain manipulation actions indi-
REQUIREMENTS:
-WHEN:
DETAILS
- [the possessor] is the attacker. during the Calculate the Number of Successes step
- they have obtained at least one success. of a complex manipulation.
....................................................................................................................................................................
EFFECT: REQUIREMENTS:
[the possessor] adds [X] automatic successes to the - [the possessor] performs the action.
number of successes obtained. - in the description of the performed manipu-
lation, it is indicated that the skill is taken into
account.
000
.......................................................,..~····.....................................................................................................
MISFORTUNE EFFECT:
[the possessor]adds [X] automatic successes to the
number of successes obtained.
Allows its possessor to force an enemy in their area
to reroll [X] dice. Its possessor chooses the dice to
reroll after the free rerolls.
L 52
_)
000
REQUIREMENTS:
· · · · · · · · . · · . .·.· · · · · · ·. · · · · · · · · ·. . . . . . . . . . . . . . . . . . . 1
NERVES OF STEEL - [the possessor]is the attacker.
- the defender is located in the same area as [the
possessor].
Allows its possessor to ignore [X] enemy menace .......................................................·---····..·············..··············--·····..·······............
indexes when performing ranged attacks, manipu- EFFECT:
lations, or thoughts. at the start of the Free Rerolls step, and before any
-WHEN:
free rerolls are made, [the possessor] may perform
[X] rerolls from the previously rolled pool. The same
DETAILS
during the calculation of the hindering index. die can be rerolled several times.
............................................. ____
REQUIREMENT:
- [the possessor] performs the action.
EFFECT:
[the possessor] ignores [X] enemy miniature menace
0 -------------
POISON / ELECTRICITY
PARKOUR
-
DETAILS
||
EFFECT:
RULEBOOK
REQUIREMENT: [the possessor] immediately inflicts [X] wounds on
- [the possessor] performs the action. the defender. The defender then moves on to the
.................................................................................................................................................................... Determine the Number of Wounds step.
EFFECT:
||
[the possessor] ignores [X] levels of jump or climb..
LIST OF SKILLS
000
-WHEN:
during the Apply the Effects of the Destination Area step.
.................................................................................................................................,,.................................
REQUIREMENT:
Allows its possessor, if they are accompanied by at
least [X] allied miniatures without this skill, to avoid
being the target of an attack.
EFFECT:
Allows its possessor to benefit from [X] free rerolls [the possessor] cannot be declared the target of an
during a ranged attack targeting a miniature in attack.
their area.
-WHEN:
DETAILS
WHEN: WHEN:
DETAILS
at the start of the Spend Energy Cubes step of an at the start of its activation.
action and before spending any other energy cubes.
REQUIREMENT:
REQUIREMENTS: - [the possessor] does not have all their life points.
- [the possessor] performs the action. ............................,........................................................................................................................................
- [the possessor] has not yet used it during this turn. EFFECT:
.................·---······..........................................,............................................................................ [the possessor] recovers up to [X] life points. A char-
EFFECT: acter cannot have more life points than their initial
[the possessor] suffers [X] wounds. For each of those life point count.
not present in their area for a melee attack. They bonuses. To use this skill, its possessor must have a
BATMAN: GOTHAM CITY CHRONICLES
sight, at a distance lower or equal to [X]. attacker with a ranged attack with a weapon that
does not have the disposable restriction.
000
EFFECT:
REGENERATION [the possessor] immediately performs a free ranged
attack called retaliation.
Allows its possessor to regenerate. If they are a The retaliation works in the same way as a ranged
hero, during the Declare Heroes’ Stance step, they attack with the following exceptions:
move [X] energy cubes from their wound zone to
their fatigue zone. If they are a character, at the - during the Declare the Target step, [the posses-
start of their activation, they recover [X] life points. sor] targets the initial attacker.
- during the Create the Dice Pool step, [the possessor]
* If [the possessor] is a hero takes [X] yellow dice to create the attack dice pool.
-
DETAILS
000
A shackle token placed on
SACRIFICE
-
defenses, a miniature with at least one shackle token
removes the same number of successes as the num-
WHEN: ber of shackle tokens on its base from the number of
DETAILS
000
will use their skill during the Create the Dice
||
WHEN:
DETAILS
000
RULEBOOK
just after an explosion.
SHACKLE ....................................................................................................................................................................
REQUIREMENT:
- [the possessor] triggers an explosion.
||
Allows the possessor, if they successfully perform ___
LIST OF SKILLS
·······················································---··.......................... ..........................
a melee attack, to place [X] shackle tokens on the EFFECT:
defender. No wounds are inflicted by the attack. [the possessor] places [X] smoke grenade tokens in
The number of successes obtained by the shackled the area of the explosion.
miniature when performing attacks, thoughts, manip-
ulations or defenses are reduced by [X]. These tokens During the Declare the Target step of a
can be removed if the affected miniature (or another ranged attack, the attacker counts the
allied miniature in the same area) successfully per- number of smoke grenade tokens in
forms a complex manipulation of difficulty [X]. the areas that cross their line of sight
-
___
WHEN:
.........................,.,, ___
,,,, ...... ,, ................................................................... (start area and target area included). At the very end
of the Calculate the Number of Successes step of the
DETAILS
during the Declare a Melee Attack step. ranged attack, the attacker subtracts the number of
___
..............................................................
REQUIREMENTS:
,., .............................................................................
tokens from the number of successes obtained.
55
REQUIREMENTS:
- [the possessor] is the attacker.
- the defender is in the same area as them.
- the total menace indexes of the allies is equal to
or higher than the total menace indexes of the
enemies in the area of the attack.
..................................................................... ..............................................................................................
,
EFFECT:
[the possessor] adds [X] automatic successes to the
number of successes of the attack.
000
SUPPORT
- a character that has not yet benefited from this skill
- or a hero that has not yet benefited from this
Allows its possessor to provide [X] free rerolls to all skill, that is in the active stance.
LIST OF SKILLS
WHEN:
* If the targeted model is a character:
DETAILS
the same area as [the possessor]. - during the Create the Move Point Pool step of
BATMAN: GOTHAM CITY CHRONICLES
000
- WHEN:
-WHEN:
DETAILS
DETAILS
during the Declare an Automatic Thought step. during the Calculate the Number of Successes step
of a defense against a ranged attack.
REQUIREMENTS: ........................................................................................................-...........................................................
- [the possessor] declares the use of the skill. REQUIREMENT:
- [the possessor] performs the action. - [the possessor] is the target of the ranged attack.
.................................................................................................................................................................... ....................................................................................................................................................................
EFFECT: EFFECT:
during the End the Automatic Thought step, [the [the possessor] adds [X] automatic successes to the
possessor] targets: number of successes of their defense.
56
•••• JI
,1-.. _.
~ :::
• 1 •••
•••
BATMAN : GOTHAM CITY CHRONICLES
... ■ ■ . -~
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RULEBOOK
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LIST OF SKILLS
WALL BREAKER
Allows its possessor to move through a level [X] or They can therefore perform a simple move through
lower wall, then to put a broken wall token on it. the wall with the following exceptions:
The cost of this movement is raised by 2. The two
areas become adjacent, a clear line of sight can be - the destination area must be at the same eleva-
drawn between them, and movement is possible. tion level as the start area.
- WHEN:
- during the Calculate the Move Cost step, this
cost is raised by 2 move points.
DETAILS
during the Choose Move Type step of a movement action. - during the End the Move step, [the possessor]
.................................................................................................................................................................... places a broken wall token on the boundary
REQUIREMENTS: between the two areas.
- [the possessor] performs the action.
- at least one wall limiting their area is associated BROKEN WALL:
with a level. This level must be lower than or two areas connected by a
equal to [X]. The two areas separated by that wall broken wall token share a
must be at the same elevation level. clear line of sight. A minia-
.................................................................................................................................................................... ture may perform a simple
EFFECT: move between these two
[the possessor] can consider that wall as being a areas.
white area boundary during movement.
L 57
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XI
.
LIST OF TRAITS
A trait is a feature belonging to a hero or a character. Traits are not optional and are always in effect.
By convention, we use keywords between square brackets in trait descriptions:
[the possessor] = the possessor of the trait.
58
-
ignore additional costs and effects of special moves.
000
WHEN:
0
DETAILS
REQUIREMENT:
-
-
[the possessor] performs the action. Its possessor cannot use lethal items.
....................................................................................................................................................................
EFFECT: WHEN:
DETAILS
[the possessor] must respect this exceptions: all the time.
are ignored in the cost calculation.
000 000
Its possessor ignores wounds caused by gas tokens. Its possessor has limited mobility. They cannot per-
-
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form special moves (climb, jump and fall).
RULEBOOK
WHEN:
DETAILS
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···························································---································································-······· .....................·-·············-········----·········"••··················
REQUIREMENT: REQUIREMENT:
LIST OF TRAITS
- [the possessor] suffers wounds. - [the possessor] performs the action.
.......................................................................................................,.,.._....................................................... ··········....·.............,.....................................................................................~,................................................
EFFECT: EFFECT:
[the possessor] ignores all wounds caused by a gas [the possessor] cannot choose to perform a special
token or a toxic gas token. move.
000
0 HARMLESS
- WHEN:
DETAILS
59
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