Special rules (TRAITS) are exceptions to the basic rules and always override these. To execute one of the special rules the character must have it (see Character Card) and fulfil all the requirements and Action Counters costs.
Action Counter costs usually are indicated in parentheses next to the name of the rule description. If a Trait has a cost, it must be paid before the ability can be used. If a Trait has no cost, it is always in effect.
If a rule does not specify when it can be used, it is always in the character’s turn, unless is a passive rule, which can be be played during the opponents turn.
- 1 Acrobat
- 2 Adaptable
- 3 Affinity to: (character)
- 4 Agile
- 5 Air Support (3 SC)
- 6 Amphibious
- 7 Arachnid
- 8 Arachnid Sense (2 SC Passive)
- 9 Archie
- 10 Arkham Aslyum Dr. (1 SC)
- 11 Arrest (1 MC + 1 SC)
- 12 Arrogant
- 13 Attorney’s Allegation (2 SC)
- 14 Assassin /X
- 15 Aversion to: (character)
- 16 Bat Armor Mk1
- 17 Bat Armor Mk2
- 18 Bat Armor Mk3
- 19 Bat Cape (1 SC Passive)
- 20 Batclaw (1 SC + 1 MC)
- 21 Batpod
- 22 Bodyguard (1 SC Passive)
- 23 Bonebreaker (1 SC)
- 24 Boss’s Orders (2 SC)
- 25 Bot
- 26 Bot Bomb (2 SC)
- 27 Bot Mechanic (1 SC)
- 28 Bluff (1 SC)
- 29 Brutal
- 30 Bulletproof Vest
- 31 Business Agent
- 32 Can you Solve this? / X+ (1 SC)
- 33 Canary Cry (2 SC)
- 34 Cannibal
- 35 Catcher Gear
- 36 Charistmatic
- 37 Charm
- 38 Chill Touch
- 39 Chlorokinesis (1 SC)
- 40 Claybody
- 41 Claws
- 42 Climbing Claws (1 SC)
- 43 Close Combat Master
- 44 Combo With: Weapon/Unarmed
- 45 Commissioner (1 MC)
- 46 Confusion (2 SC)
- 47 Control Pheromones (3 SC)
- 48 Corrupt
- 49 Counter Attack (1 SC Passive)
- 50 Court of Owls Crew
- 51 Coward’s Reward (1SC)
- 52 Criminal
- 53 Criminology
- 54 Cruel (2 SC)
- 55 Cybernetic
- 56 Daddy’s Grrrrl
- 57 Death or Exile! (2 SC)
- 58 Deathmarks
- 59 Detective
- 60 Demoralize (2SC)
- 61 Demotivate (2SC)
- 62 Dirty Fighter
- 63 Disruptor (2 SC)
- 64 Dissarray (1 SC)
- 65 Discourage (2 SC)
- 66 Distract (1 SC)
- 67 Dodge (1 MC Passive)
- 68 ECM
- 69 Elite: Type
- 70 Elite Boss: Type
- 71 Elusive (1 MC Passive)
- 72 Energy Field
- 73 Escape Artist
- 74 Experimental Ammo
- 75 Expert Marksman (1 SC)
- 76 Exhaustive planner
- 77 Explosive Gel
- 78 Fast
- 79 Fear Master (1 SC)
- 80 Ferocious
- 81 Feint (1SC)
- 82 Flak Armor
- 83 Flare (1 MC, One Use Only)
- 84 Fly (1 SC + 1 MC)
- 85 Flying High (1MC+3SC)
- 86 “Follow Me!” (1 SC)
- 87 Football Gear
- 88 Force Field (1 SC)
- 89 Gas Mask
- 90 Get ‘Em! (1 SC)
- 91 Goad (1 SC)
- 92 Goblin Serum
- 93 Good Aim (1 SC)
- 94 Green Travel (2 SC + 2 MC)
- 95 Gunman (1 SC)
- 96 Hacking (1SC)
- 97 Handyman
- 98 Hardened
- 99 Hates: Affiliation
- 100 Heavy Armour
- 101 Henchman (Rank)
- 102 Henchman Bomb (2 SC)
- 103 Hidden
- 104 Hidden Boss
- 105 Hockey Gear
- 106 Hover (1 MC)
- 107 Immortal
- 108 Informer
- 109 Insensitive/Desensitized
- 110 Inspire (1 SC)
- 111 Inspire Fear (2 SC)
- 112 Instinctive Shooting (1 SC)
- 113 Intimidate (1 SC)
- 114 Invaluable
- 115 Joy for the Victory
- 116 Judgement
- 117 Jump-up (1MC Passive)
- 118 Kaos Agent
- 119 “KaPow!”
- 120 Kevlar Vest
- 121 “Kill Them!” (1 SC)
- 122 Lantern (1 SC)
- 123 Large/Big
- 124 Lazy Cousin
- 125 Leader (Rank)
- 126 “Let’s Go!” (1 SC Passive)
- 127 Light Armor
- 128 Lord of Business
- 129 Lord of the Sewers
- 130 Luck (1 SC)
- 131 Lunatic Laugh (2 SC)
- 132 The Main Man
- 133 Man Without Fear, The
- 134 Martial Artist
- 135 Martial Expert
- 136 Master Fighter
- 137 Master Marksman
- 138 Mastermind
- 139 Maximum Efficiency
- 140 Medic (2 SC)
- 141 Medium Armour
- 142 Mental Disorder
- 143 Millionaire
- 144 Mind Control Device (3 SC)
- 145 Mob
- 146 Mobster
- 147 Moral Compass
- 148 Mortal Kiss (2 SC)
- 149 Multifire (2SC)
- 150 Multiple Combat Strikes (3 AC)
- 151 Multitask
- 152 Natural Immunities
- 153 Night Vision
- 154 No Mercy!!! (1 SC)
- 155 Objectives? puzzles Everywhere!
- 156 One-Armed
- 157 One Shot Gun (2 AC + 2 SC)
- 158 Order (1 SC)
- 159 Outlaw Field Commander (1 SC)
- 160 Persuasive (1 SC + 1 AC)
- 161 Peter Parker’s Conscience
- 162 Pickpocket (1 MC Manipulate)
- 163 Plant
- 164 Poison Immunity
- 165 Poison Master
- 166 Pollution Hate
- 167 Power Armour
- 168 Primary Target: Type
- 169 Psychiatrist (1 SC)
- 170 Psycho
- 171 Psychologist
- 172 Public Resources
- 173 Puzzle Master
- 174 Ranged Master
- 175 Rapid Fire (1 SC)
- 176 Reanimated Owl
- 177 Reflexes
- 178 Regeneration (1SC)
- 179 Reinforced Gloves
- 180 Resilient
- 181 Retractable Claws
- 182 Ricochet (1 SC)
- 183 Roots (2 SC)
- 184 Runaway
- 185 Safe Hands
- 186 Savage Fighter
- 187 Scheming (”X”)
- 188 Scientific
- 189 Searcher
- 190 Self-Discipline
- 191 Sharpshooter
- 192 Shooter
- 193 Sidekick (Rank)
- 194 Small
- 195 Soul Armour (3 SC)
- 196 Stealth
- 197 Stop! /Halt! (1 SC Passive)
- 198 Strategist / Grand Strategist
- 199 Street Guy
- 200 Stupid
- 201 Sturdy
- 202 Subliminal Suggestion (1 SC)
- 203 Super-Jump (2 MC+1 SC)
- 204 Superior Hero, The
- 205 Superior Smell (1 SC)
- 206 Survivor
- 207 Sustained Defense
- 208 Symbiote
- 209 “Take Cover!” (1 SC)
- 210 Take Down (1 SC Passive)
- 211 Teamwork/X
- 212 Tension
- 213 Tireless
- 214 Titan Addict
- 215 Titan Dose (One Use Only)
- 216 Total Vision
- 217 Tough Skin
- 218 Tracking (2 SC)
- 219 Trickster
- 220 True Love: (Character)
- 221 Typical Parker’s Luck
- 222 Undead
- 223 Undercover
- 224 Unpredictable
- 225 Unstoppable (1 SC)
- 226 Veteran
- 227 Vulnerability to: Fire
- 228 Watchmen
- 229 Weak
- 230 Weakness to Cold
- 231 Weapon Master
- 232 With Great Power Comes Great Responsibility
The BMD of this Character is 12cm.
The Character may Move through Small Obstacles if it has enough Movement to be placed on the side.
The Character may Move through other Characters if it has enough Movement to be placed on the side.
The Character has Dodge.
Affinity to: (character)
If (character) is included in this Crew this Character may be included regardless of Affiliation. The Rank of the Character becomes Free Agent.
When this character Falls, they may make an Agility Roll, If they Succeed, they take no damage, and are not Knocked Down.
Air Support (3 SC)
This Character does not spend MC to Move through Difficult Ground: Water.
Arachnid Sense (2 SC Passive)
When declared a Target, prior to the Hit Roll, gain +1 Defense. Cannot be used against Characters with the Symbiote Trait.
Arkham Aslyum Dr. (1 SC)
Arrest (1 MC + 1 SC)
Attorney’s Allegation (2 SC)
Once per game, every Two Face Affiliated Henchman located within 30cm Assigns two Action Counters.
If this character kills an enemy Boss, his side immediately gains an extra X Victory points.
Aversion to: (character)
This Character cannot be in the same Crew as (character).
Bat Armor Mk1
Bat Armor Mk2
Bat Armor Mk3
Bat Cape (1 SC Passive)
Batclaw (1 SC + 1 MC)
Instead of using their BMD, a Character may spend 1 MC and 1 SC to use a Batclaw. A Batclaw must be used to travel to or from an Object that is at least 10cm high and Place the Character. A Character cannot use a Batclaw to Move further than 30cm. Draw a straight line, that would fit the volume of the Character, between the Character’s starting position and finishing position. This line must be free of Obstacles, Characters and solid Terrain Elements.
As a reminder, Batclaw uses all of a Character’s BMD; however, the Character may use MC to Move before or after this Movement.
This Character has a BMD of 30cm and a base “size” of 60mm. This character cannot run, jump, climb, cross difficult obstacles or enter the sewers. During the raise the Plan phase, this model may be replaced with a DKR Batman (anywhere in the old model’s footprint), transferring all damage and effects to the new model.
Bodyguard (1 SC Passive)
Bonebreaker (1 SC)
Boss’s Orders (2 SC)
This Character cannot use any Doses.
Bot Bomb (2 SC)
Once per Round, this Character can Choose a Friendly Bot to explode. Place an Explosion Template on the Chosen Bot. Every Character touched by the Template is Automatically Hit., roll a 4+ Damage for 2 Blood Damage. Remove the Bot as a Casualty.
Bot Mechanic (1 SC)
Once per Round, Target Seen Character within 10cm with the Bot Trait has 3 Damage Discarded.
Bluff (1 SC)
Once per round, Target a Seen Character within 10cm. The Character’s Attack Skill is reduced by 1 to a minimum of 1. Bluff is not cumulative.
All Affiliated Henchmen in this Character’s Crew gain the Bluff Trait.
This Character may reroll the Collateral Die.
Can you Solve this? / X+ (1 SC)
Once per Round, this Character may Place a Friendly Clue Marker in Contact if they spend 1 SC and roll a X+.
A Clue Marker must be placed outside of either Player’s Deployment Zones and more than 10cm from any other Clue Markers. No more than 5 Friendly Clue Markers may be Placed.
A Character in Contact with a Clue Marker may Remove the Clue Marker from the Play Area with Manipulate.
At the start of the Victory Points and Recovery Stage, Score 1 VP for each Friendly Clue Marker in the Playing Area.
Canary Cry (2 SC)
If this Character is ever in Contact with a K.O. Character, Cannibals must make a Willpower Roll. If they fail, so long as they’re in Contact with a KO Character, the Cannibal gains the Devour Trait, can do nothing else until they Devour the K.O. Character. Once the Cannibal is no longer in Contact with a K.O. Character, they may act normally.
Devour (2 Action Counter Passive)
Target K.O. Character in Contact is Removed as a Casualty.
1 Free Agent for every 100 reputation points may join the Character’s Crew, instead of 150.
Chlorokinesis (1 SC)
Once per Round, Target a Character with the Plant Trait within 10cm of Ivy. Place Ivy within 10cm of the Target Plant.
The Character’s Unarmed Attacks produce Blood+Stun Damage.
Climbing Claws (1 SC)
This character does not need to spend MC to Climb and Climbing Movement is not Impaired. If a Character with Climbing Claws spends 1 SC they can finish their Movement while Climbing. Clearly indicate the height of the Character.
Close Combat Master
Combo With: Weapon/Unarmed
For every 2AC spent using the Combo: Weapon/Unarmed, this character gets 3 Strike Dice that may be distributed on different targets as per normal.
Commissioner (1 MC)
Arrest by spending only 1 MC.
Confusion (2 SC)
Control Pheromones (3 SC)
Counter Attack (1 SC Passive)
For the rest of the Turn, for each Hit this Character successfully Blocks, this Character may immediately make one Strike against the Attacker. All Strikes generated this way must use the same Weapon. Resolve Counter-Attack strikes before the original Attack (if the Attacker is KO or Casualty, the rest of the Attack is ignored).
Court of Owls Crew
This Crew can only hire Characters with Court of Owls Affiliation.
Coward’s Reward (1SC)
Until the end of the round, when an enemy model in base-to-base contact with this character wishes to move away, it must first pass an Agility roll or suffer (S) damage.
All Enemies within 30cm of this character lose the Runaway Trait.
Cruel (2 SC)
If this Character Activates within 10cm of a Friendly Joker Leader, Assign one AC.
Death or Exile! (2 SC)
Once per Game, gain 1 VP if Casualty an Enemy Character.
Detectives may reroll Riddle Objectives.
All enemy henchmen that can see this character lose 1 Action counter of their owning player’s choice.
You can remove any 2 Action Counters from a target within 20cm and Line of sight unless the target passes a Willpower roll.
Disruptor (2 SC)
Target 1 Enemy Character within 40cm and in Sight. Roll a die, if the result if more than the target Defence, the target cannot use Ranged Weapons with Firearm or Beam Weapon Trait until the end of the Round.
Dissarray (1 SC)
Once per Turn, reallocate Two Action Counters of a Seen Enemy Character.
Discourage (2 SC)
Distract (1 SC)
Once per Round, reduce the Defence of Target Seen Character within 10cm by 1, to a minimum of 1 until the end of the Round. This effect doesn’t stack.
Dodge (1 MC Passive)
All sources of Illumination within 10cm of this character are cancelled.
Your Crew can only include 1 Elite character of each Type.
Elite Boss: Type
Your Crew can align any number of Elite characters of the type indicated.
Elusive (1 MC Passive)
Spend 1 MC to get +1 to Defence against Ranged Attacks until the end of the Round. This effect doesn’t stack.
This Character’s weapons cannot be reloaded with AMMO Crate objectives
Expert Marksman (1 SC)
During the Game Set up– You may cancel one opponent’s Strategy as it is played (like the Snitch Strategy)
If a character with Explosive Gel Manipulates a lamppost, Sewer Marker or urban furniture place on it a Gel Marker. During any subsequent round this character can destroy the selected item and remove it from the game spending 1SC.
Can reroll MC used to move.
Fear Master (1 SC)
May Close Combat Push without spending SC.
Target a single enemy model in base-to-base contact and make an Agility roll . If it is successful, the target loses 1DC.
Flare (1 MC, One Use Only)
Discard the Flare to Illuminate the entire Play Area until end of the Round.
Fly (1 SC + 1 MC)
The basic movement distance of this Character becomes 30cm until the end of the turn. This character can move in any direction, including elevation changes, but the model’s base must be able to sit flat at the end of the move. He can move across other character models and difficulty ground without extra cost or penalty. He may not perform any other special movements during the same round as Fly.
Flying High (1MC+3SC)
When this ability is activated, remove this character from the board and set it to one side. In the next Raise the Plan phase, place this character anywhere on the table, as long as the model’s base physically fits in the new position. This ability may be used only once per game.
“Follow Me!” (1 SC)
Once per Turn, Assign 1 MC to Friendly Henchmen within 10cm.
Force Field (1 SC)
Gas Damage and Traits are ignored.
Get ‘Em! (1 SC)
Goad (1 SC)
Target 1 Seen Enemy Character within 20cm, they must make a Willpower Roll. If the target fails, move the Character 5cm , during this Movement you can’t force the target to Fall or spend any Action Counters.
Good Aim (1 SC)
Green Travel (2 SC + 2 MC)
Once per game, Place this Character up to 40cm away.
Gunman (1 SC)
This Character can spend 4AC to attack with 2 Ranged Weapons at once. Each Attack consumes an ammunition magazine from the weapon.
This Character does not have to spend MC to Manipulate.
The first Blood Damage Marker this character receives each Round becomes a Stun Damage Marker instead.
This character may not join Crews of the specified Affiliation.
Damage rolls against this Character suffer a -3 penalty.
You can include any number of Henchmen in your Crew. All Henchmen have the “Let’s Go!” Trait. Some Henchmen can be aligned more than once in the same Crew, this will be indicated with a “*” next to Henchman rank.
Henchman Bomb (2 SC)
Once per Game the Joker can choose one of his Henchmen. Place an Explosion Template centred on the Henchman. Roll Damage for each Character touched by the Template. On a 2+ the Character receives three Blood Damage. Then remove the Henchman as a Casualty.
After Objectives have been placed, at the end of pre-game Phase D, this Character may be Deployed anywhere on the Play Area. This Character must be out of Sight of Enemy Models and further than 10cm from any Objective. If this is not possible, the Hidden Character will be Deployed in a Friendly Deployment Zone.
If your Opponent has a Character with Total Vision, place the Hidden Character in a Friendly Deployment Zone.
When this crew’s Leader (not Boss) is removed as a casualty, this character gains the LEADER rank, and +1 Willpower until the end of the game.
Hover (1 MC)
This character is considered Hovering until end of the round. Denote this with a Hover marker. A character in Hover can only be hit in Melee on a result of 6+. If a Character with a Hover Maker becomes K.O., Knocked Down, Paralyzed, Pinned Down or Stunned; then they take 2 Blood Damage in addition to the Effect and lose the Hover Marker. The Character with a Hover Marker does not benefit from Ping!.
This Character does not lose Action Counters from Damage.
Inspire (1 SC)
Once per Turn, Henchmen within 10cm Assign 1 Action Counter.
Inspire Fear (2 SC)
Instinctive Shooting (1 SC)
Intimidate (1 SC)
Worth 1 extra VP if Casualty.
Joy for the Victory
When he KOs an enemy character, flip a coin or roll a die: if the result is heads/even remove the KO Character as a Casualty.
Jump-up (1MC Passive)
If this model is knocked down, it may immediately stand up.
At the beginning of the Game, remove 1 Opponent’s die or Counter from the bag or container you use to Take the Lead. It is now possible that the Game will end before the Scenario’s Time Limit.
All the Henchmen receive the Trickster Trait.
This character’s unarmed attacks gain CRT: 3 Stun
Reduces the Damage Markers whenever you receive damage by 1, to a minimum of 1.
“Kill Them!” (1 SC)
Lantern (1 SC)
If not in Contact with an Enemy Character, everything within 5cm of this Character is Illuminated.
These characters are usually twice the size of a standard human, so they are mounted on a bigger than normal base and have the following Traits.
Large Characters BMD is 12cm.
Laser Sight (1 MC Manipulate)
When this straight line becomes interrupted the Target won’t be Illuminated.
The Willpower of the Character is reduced by 1 there isn’t another Lazy Cousin.
You can only include 1 Leader in a Crew and the Character must always be the Crew’s Boss. A Leader’s Henchmen within 10cm can use the “Let’s Go!” Trait without spending SC. Leaders gain the Inspire Trait and may reroll Willpower Rolls.
“Let’s Go!” (1 SC Passive)
At the end of a Friendly Henchman’s Turn, a Henchman that has not yet had a Turn this round may spend 1SC to attempt to “Let’s Go!”.
Roll a Die. On a 4+, the Henchman that spend the SC may immediately take their turn, without giving the opponent an opportunity to Activate a Character. If the roll is failed, no other Henchman may attempt to “Let’s Go”.
After this Henchman’s Turn, another friendly Henchman may attempt “Let’s Go”, but the difficulty is increased by one, to 5+. For each Subsequent attempt, the difficulty is increased by 1, to a maximum of 6+.
Damage rolls against this Character suffer a -1 penalty.
Lord of Business
Lord of the Sewers
Killer Croc does not count toward the limit of characters that can be in the Sewer. Killer Croc can start the game inside the Sewer but he must remain in the Sewer for at least one turn. His Crew generates 1 extra Sewer Marker.
Luck (1 SC)
This Character can spend 1 SC to reroll any die rolled for any reason. He may also cause an opponent to reroll successful Hits against them at the cost of 1 SC per Hit.
Lunatic Laugh (2 SC)
All other Characters within 10cm lose one Action Counter.
The Main Man
Lobo can’t be hired to gangs which include a female Character.
Man Without Fear, The
This Character ignores Outnumbered.
This Character Crits on a 4+.
This Character receives a +1 on Hit rolls when Unarmed.
This Character must gain 3 VP by the end of the game or lose 1 VP.
Medic (2 SC)
Remove one Blood Damage or two Stun Damage from a Character in Contact. Unable to Medic if an Enemy Character is in Contact.
Damage rolls against this Character suffer a -2 penalty.
The Character suffers from a psychological issue that provides them with in-game abilities.
Aggressive Schizophrenia (Mental Disorder)
If a Character begins its Turn in Contact, they Assign one Action Counter and Attack a Character in Contact or take 1 Blood Damage at the end of the Turn.
Bipolar (Mental Disorder)
During Raise the Plan Phase, roll a die or flip a coin. If the result is Even/Heads, this Character Allocates one additional Action Counter. If the result is Odd/Tails, the Character loses one instead.
Bloodthirsty (Mental Disorder)
At Raise the Plan Phase if this character has at least one Damage of any kind, they Allocate one additional AC.
Obsessive (Mental Disorder)
After this Character Attacks an Enemy Character, they are unable to Attack any other Targets until that Enemy is K.O..
This Character also gets +1 to Strength against that Enemy Character.
Paranoid (Mental Disorder)
At Raise the Plan Phase if this character has at least one Damage of any kind, they Allocate one additional AC.
Pyromania (Mental Disorder)
If, at the beginning of his turn this character can see a character with a Fire Marker, he must move his full available movement straight towards the marker, unless he first spends 1 Action Counter of the player’s choice to resist the urge.
Your band gains an additional 300$ worth of Funding to spend on Equipment
Mind Control Device (3 SC)
Mortal Kiss (2 SC)
If this character does not move at all this turn (before or after attacking)- He gains +2 to the Rate of Fire on his weapons.
Multiple Combat Strikes (3 AC)
As an Attack, Attack all Enemy Characters within 5cm once.
Choose one of the following Traits while Configuring Your Crew.
Gains the Hacking Trait.
Gains Force Field Trait.
This character can See any distance.
No Mercy!!! (1 SC)
Objectives? puzzles Everywhere!
This character’s crew cannot deploy any objectives during Game Set Up. This character’s crew earns VP with Clue markers.
This character has a -1 penalty to Defence Rolls.
One Shot Gun (2 AC + 2 SC)
Order (1 SC)
Once per Turn, Target Seen Friendly Character reallocates 2 Action Counters.
Outlaw Field Commander (1 SC)
Persuasive (1 SC + 1 AC)
Target an Enemy Character that has yet to have Turn this Round and this Character can See. Spend 1 SC, 1 AC and end this Character’s Turn, the targeted Character must immediately take their Turn.
Peter Parker’s Conscience
Pickpocket (1 MC Manipulate)
Up to 3 Plants may be Recruited per every 200 Reputation of your Crew.
Place two Seed Counters in the Play Area for each Plant Character that your Crew Recruited after Phase D Objectives. At the beginning of any Raise the Plan Stage, a Player may replace a Friendly Seed Counter with a Plant Character that has not already been deployed.
Remove Plants as a Casualty if they become K.O.. Plants are worth 1 VP if Removed as a Casualty.
This Character Cannot enter the Sewers.
Ignore the first 3 Damage received after which it cannot be used again until repaired. During the Victory Point and Recovery Stage, instead of making a Recovery Roll you can use 2SC to repair the armor, making it operational again.
Primary Target: Type
Before starting the game, in Phase E, select 1 Objective of the indicated Type. When this Character Controls the selected Objective, they Score 1 additional VP at the start of the Victory and Recovery Stage.
Psychiatrist (1 SC)
This character’s Willpower is never reduced under any circumstances. This does not affect Action Counters lost from Damage.
This Character is unable to roll to solve Riddle Objectives, instead they automatically Score the Riddle for 1 VP, removing the Riddle from the Game.
This Character also gains the Psychoanalysis Trait.
Psychoanalysis (1 SC)
The Riddler always Scores 3 VP when trying to solve an Riddle Objective Marker.
Enemy Characters cannot reroll Riddles.
Rapid Fire (1 SC)
This character can reroll the roll to recover from K.O. When this Character becomes a Casualty it gives an additional VP to the opponent.
This Character can reroll Agility Rolls.
Once per round, during this character’s activation, they may remove one damage marker from their own card.
This Character’s Unarmed Attacks produce 2 Stun Damage.
This Character can reroll Endurance Rolls.
Ricochet (1 SC)
Once per Round, after this Character Hits with a Ranged Attack, they may make an additional Ranged Attack with the same weapon. The new Target must have Line of Sight and be within 5cm of the original Target.
Roots (2 SC)
This Character is Immune to the Arrest Trait.
If both Players have Scheming Characters reduce the amount of Characters nominated by X. This character is in the Band that Raises the Plan first, you can always make X number of characters Raise their Plan after the enemy.
This character’s Special Characteristic is 4 instead of 3. If this character is removed as a Casualty, he is worth one additional VP.
Remove 1 Strategy Point from an Opponent.
This Character cannot be controlled by an Opponent.
This Character ignores Ping! Rolls.
You can only include 1 Sidekick, unless you choose a Sidekick as Crew Leader. In this case you may include a second Sidekick. Henchmen within 20cm of a Friendly Sidekick may reroll the “Let’s Go!” Trait.
Soul Armour (3 SC)
Once per game, remove 2 Damage from this Character
Enemies can only See this character if he is within 20cm. He can still be Seen by other rules like: Illumination, Total Vision or Superior Smell.
Stop! /Halt! (1 SC Passive)
Once per Round, a Character with this Trait may Activate it at any time interrupting the Activation of an Enemy Character it can see. As long as the two Characters can see each other, the Enemy Character cannot spend MC for any reason, for the remainder of the Round.
Strategist / Grand Strategist
This character can use Crouch without spending SC.
This Character cannot Manipulate.
This character loses 1 Action Counter for every 3 Damage received instead of 2.
Subliminal Suggestion (1 SC)
Super-Jump (2 MC+1 SC)
During a Move, the Character may Move Vertically 20cm Up or Down at no penalty. This Movement does not count as part of a Basic Move.
Superior Hero, The
Cannot hire another Character that costs more than 120 Reputation.
Superior Smell (1 SC)
This character doesn’t need an uninterrupted straight line to See his target. Anything within 40cm can be Seen even if the target is not under the effect of Light. He is also immune to the Blind effect.
When you would Remove this Character as a Casualty, roll a die. On a 5+ the Character Discards 1 Damage, remains in the Playing Area Knocked Down.
This character receives 3 Defence Dice for every 2 DC spent against an Attack.
This Character ignores the Arachnid Sense Trait.
“Take Cover!” (1 SC)
Once per Turn, Henchmen within 10cm this Character Assign 1 DC.
Take Down (1 SC Passive)
During this Character’s Turn, this Character may use X Action Counters of the Friendly Character with the Teamwork Trait within 10cm, as if it was their own.
This character receives +1 to his Attack and Defence values when he has at least 1 Damage Marker.
Run by spending only 1 SC.
You can use a Titan Dose more than once per Game, but no more than once per Round. If, at the beginning of your turn, this character can See a Titan Container Objective Marker, he must move all the character’s available movement in a straight line to the Titan Container Objective Marker. You can resist this by spending 1 Action Counter of your choice.
Titan Dose (One Use Only)
If a character has a Titan Dose he may use it, in the Raise the Plan Phase, if Titan Dose is used, the character obtains +1 to all values Principal Characteristics during this Round. A Character can only use one Dose during the game, a second Dose is lethal.
This character benefits from the Night Vision Trait. In addition, his Line of Sight can cross any Obstacles or terrain element, although you cannot shoot through these elements, unless the weapon has Remote Control.
Total Vision forces Hidden Characters to Deploy within their Deployment Area.
In Damage rolls against this Character, always subtract -1 from the result.
Tracking (2 SC)
At the end of the Victory Points and Casualty recount phase, this Character can move up to 2D6cm.
At the beginning a Character’s Turn, they may reallocate all of their Action Counters.
True Love: (Character)
If the True Love: character and this character are in the same Crew and the True Love: Character is removed as a Casualty, then this character gains +1 Willpower and +1 Attack until the end of the game.
Typical Parker’s Luck
When Peter Parker uses any Webbing Trait or Weapon, roll a d6. On a 1, the Attack or Trait fails.
This character can deploy up to 20cm outside the Deployment Area after Phase D Objectives.
His SC can be used for any trait, Skill or Special Rule, as a wildcard. These Counters do not count the maximum allowed for the characteristic used.
Unstoppable (1 SC)
At the start of a Character’s Turn, they may Reallocate two Action Counters.
Vulnerability to: Fire
Each Fire Marker received causes 2 Blood Damage to this character.
This character loses 1 Action Counter for each Damage Marker accumulated rather than every 2 Damage Markers.
Weakness to Cold
With Great Power Comes Great Responsibility
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