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 Addict
- 4 Affinity to: (character)
- 5 Agile
- 6 Air Support (3 SC)
- 7 Amphibious
- 8 Arachnid
- 9 Arachnid Sense (2 SC Passive)
- 10 Archie
- 11 Arkham Aslyum Dr. (1 SC)
- 12 Arrest (1 MC + 1 SC)
- 13 Arrogant
- 14 Attorney’s Allegation (2 SC)
- 15 Assassin /X
- 16 Autorepair /X
- 17 Aversion to: (character)
- 18 Bat Armor Mk1
- 19 Bat Armor Mk2
- 20 Bat Armor Mk3
- 21 Bat Cape (1 SC Passive)
- 22 Batclaw (1 SC + 1 MC)
- 23 Batpod
- 24 Bodyguard (1 SC Passive)
- 25 Bonebreaker (1 SC)
- 26 Boss’s Orders (2 SC)
- 27 Bot
- 28 Bot Bomb (2 SC)
- 29 Bot Mechanic (1 SC)
- 30 Bluff (1 SC)
- 31 Brutal
- 32 Bulletproof Vest
- 33 Bullet Time (2 SC)
- 34 Business Agent
- 35 Can you Solve this? / X+ (1 SC)
- 36 Canary Cry (2 SC)
- 37 Cannibal
- 38 Catcher Gear
- 39 Chain of Command
- 40 Charistmatic
- 41 Charm
- 42 Chill Touch
- 43 Chlorokinesis (1 SC)
- 44 Claybody
- 45 Claws
- 46 Climbing Claws (1 SC)
- 47 Close Combat Master
- 48 Combo With: Weapon/Unarmed
- 49 Commissioner (1 MC)
- 50 Combat Flip (1 SC)
- 51 Concealment (1 SC + 1 MC)
- 52 Confusion (2 SC)
- 53 Control Pheromones (3 SC)
- 54 Corrupt
- 55 Counter Attack (1 SC Passive)
- 56 Court of Owls Crew
- 57 Coward’s Reward (1SC)
- 58 Criminal
- 59 Criminology
- 60 Cruel (2 SC)
- 61 Cybernetic
- 62 Cyclops
- 63 Daddy’s Grrrrl
- 64 Death or Exile! (2 SC)
- 65 Deathmarks
- 66 Delirium
- 67 Detective
- 68 Demoralize (2SC)
- 69 Demotivate (2SC)
- 70 Direct Connection To The Speed Force
- 71 Dirty Fighter
- 72 Dirty Money
- 73 Disruptor (2 SC)
- 74 Dissarray (1 SC)
- 75 Discourage (2 SC)
- 76 Distract (1 SC)
- 77 Dodge (1 MC Passive)
- 78 Duelist
- 79 Echolocation (1 SC)
- 80 Elite: Type
- 81 Elite Boss: Type
- 82 Elusive (1 MC Passive)
- 83 EMP
- 84 Energy Field
- 85 Enhanced Vision
- 86 Escape Artist
- 87 Experimental Ammo
- 88 Expert Marksman (1 SC)
- 89 Exhaustive planner
- 90 Expendable
- 91 Explosive Gel
- 92 Fast
- 93 Fear Master (1 SC)
- 94 Ferocious
- 95 Feral
- 96 Feint (1SC)
- 97 Flak Armor
- 98 Flare (1 MC, One Use Only)
- 99 Fly (1 SC + 1 MC)
- 100 Flying High (1MC+3SC)
- 101 “Follow Me!” (1 SC)
- 102 Football Gear
- 103 Force Field (1 SC)
- 104 Gas Mask
- 105 Get ‘Em! (1 SC)
- 106 Goad (1 SC)
- 107 Goblin Serum
- 108 Good Aim (1 SC)
- 109 Green Travel (2 SC + 2 MC)
- 110 Greed
- 111 Gunman (1 SC)
- 112 Hacking (1SC)
- 113 Handyman
- 114 Hardened
- 115 Hates: Affiliation
- 116 Heavy Armour
- 117 Henchman (Rank)
- 118 Henchman Bomb (2 SC)
- 119 Heroic (1 SC)
- 120 Hidden
- 121 Hidden Boss
- 122 Hockey Gear
- 123 Hover (1 MC)
- 124 Ice Flash (3 SC)
- 125 Immortal
- 126 Incorporeal (1 SC)
- 127 Informer
- 128 Insensitive/Desensitized
- 129 Inspire (1 SC)
- 130 Inspire Fear (2 SC)
- 131 Instinctive Shooting (1 SC)
- 132 Intimidate (1 SC)
- 133 Invaluable
- 134 Invulnerability /X
- 135 Joy for the Victory
- 136 Judgement
- 137 Jump-up (1MC Passive)
- 138 Kaos Agent
- 139 “KaPow!”
- 140 Kevlar Vest
- 141 “Kill Them!” (1 SC)
- 142 Lantern (1 SC)
- 143 Large/Big
- 144 Lazy Cousin
- 145 Leader (Rank)
- 146 Leadership
- 147 “Let’s Go!” (1 SC Passive)
- 148 Light Armor
- 149 Lord of Business
- 150 Lord of the Sewers
- 151 Luck (1 SC)
- 152 Lunatic Laugh (2 SC)
- 153 The Main Man
- 154 Man Without Fear, The
- 155 Magic Tattoos
- 156 Martial Artist
- 157 Martial Expert
- 158 Master Fighter
- 159 Master Marksman
- 160 Mastermind
- 161 Maximum Efficiency
- 162 Medic (2 SC)
- 163 Medium Armour
- 164 Mental Disorder
- 165 Menace (2 SC)
- 166 Mental Dominance (2 SC)
- 167 Millionaire
- 168 Mind Control (2 SC)
- 169 Mind Control Device (3 SC)
- 170 Mob
- 171 Mobster
- 172 Moral Compass
- 173 Mortal Kiss (2 SC)
- 174 Monitoring Device (1 SC)
- 175 Multifire (2SC)
- 176 Multiple Combat Strikes (3 AC)
- 177 Multitask
- 178 Natural Immunities
- 179 Negative Speed Force
- 180 Night Vision
- 181 No Mercy!!! (1 SC)
- 182 Objectives? puzzles Everywhere!
- 183 One-Armed
- 184 One Shot Gun (2 AC + 2 SC)
- 185 Order (1 SC)
- 186 Outlaw Field Commander (1 SC)
- 187 Painful Empathy (1 SC)
- 188 Panda Costume
- 189 Persuasive (1 SC + 1 AC)
- 190 Peter Parker’s Conscience
- 191 Pickpocket (1 MC Manipulate)
- 192 Plant
- 193 Play Nice
- 194 Poison Immunity
- 195 Poison Master
- 196 Pollution Hate
- 197 Power Armour
- 198 Power Dampening (1 SC)
- 199 Precise Aim (1 SC)
- 200 Primary Target: Type
- 201 Protect me! (1 SC Passive)
- 202 Psychiatrist (1 SC)
- 203 Psycho
- 204 Psychologist
- 205 Public Resources
- 206 Puzzle Master
- 207 Ranged Master
- 208 Radio
- 209 Reanimated Owl
- 210 Reflexes
- 211 Regeneration (1SC)
- 212 Reinforced Gloves
- 213 Resilient
- 214 Retractable Claws
- 215 Ricochet (1 SC)
- 216 Roots (2 SC)
- 217 Rough Vehicle
- 218 Runaway
- 219 Safe Hands
- 220 Savage Fighter
- 221 Scheming (”X”)
- 222 Scientific
- 223 Searcher
- 224 Self-Discipline
- 225 Sharpshooter
- 226 Shockwave (1 SC)
- 227 Shooter
- 228 Sidekick (Rank)
- 229 Small
- 230 Soul Armour (3 SC)
- 231 Speedster X
- 232 Speed Force Absortion
- 233 Speed Force Master
- 234 Stealth
- 235 Stop! /Halt! (1 SC Passive)
- 236 Strategist / Grand Strategist
- 237 Street Guy
- 238 Stupid
- 239 Sturdy
- 240 Subliminal Suggestion (1 SC)
- 241 Super-Jump (2 MC+1 SC)
- 242 Superior Hero, The
- 243 Superior Smell (1 SC)
- 244 Supernatural
- 245 Survivor
- 246 Sustained Defense
- 247 Symbiote
- 248 “Take Cover!” (1 SC)
- 249 Take Down (1 SC Passive)
- 250 Taunt (1 SC)
- 251 Teamwork/X
- 252 Tension
- 253 Tireless
- 254 Titan Addict
- 255 Titan Dose (One Use Only)
- 256 Total Vision
- 257 Tough Skin
- 258 Tracking (2 SC)
- 259 Trickster
- 260 True Love: (Character)
- 261 Typical Parker’s Luck
- 262 Undead
- 263 Undercover
- 264 Unpredictable
- 265 Unstoppable (1 SC)
- 266 Venom Dose
- 267 Vertigo Dose
- 268 Veteran
- 269 Vulnerability to: Fire
- 270 Watchmen
- 271 Weak
- 272 Weakness to Cold
- 273 Weapon Master
- 274 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, but cannot end its move on another model.
The Character has Dodge.
A model with this skill may use a Titan, Venom or Vertigo dose belonging to a friendly character in base to base contact, as if it were his own
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.
Roll a dice for this model in the recovery phase, on a result of X+ remove any one damage counter on this model.
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.
The model may ignore objects in volume contact with the starting position and with the final position when tracing a straight line if the object is no more than 3cm thick. The model must still have Line of Sight to at least one point of its intended final position for its volume. Ignore all Traits that improve the model’s Line of Sight, such as Total Vision.
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.
Bullet Time (2 SC)
Once per game this model may fire two different ranged weapons during his activation. Each attack must be paid for (2 AC each) and each attack consumes ammunition as normal. This model does not lose ROF when moving during the turn he uses this skill.
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.
Chain of Command
If this crews boss becomes a casualty, this model gains the leader rank. If more than one model in the crew has this trait, the owning player may choose which model gains the leader rank.
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.
Combat Flip (1 SC)
You may remove this model from base to base contact with an enemy, and place it anywhere within 5cm of the original enemy. This skill may only be used once a turn.
Concealment (1 SC + 1 MC)
Until the end of the round enemy models can only see this model if they are in base to base contact with it. This ability works even when the character is within the area effect of Light. This character can still be seen by models with rules that enhance their own LOS (total vision, night vision etc)
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 1 (B) damage.
All Enemies within 30cm of this character lose the Runaway Trait.
Cruel (2 SC)
If this model makes a ranged attack at an enemy more than 20cm away, his weapons gain the Imprecise rule.
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.
This character cannot make recovery rolls, or test to wake from KO
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.
Direct Connection To The Speed Force
This character can reroll paradox results
If a character with this trait is the boss, his crew gains $300 extra funding
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)
This model may reroll failed hits in close combat, providing he is only in base to base contact with a single enemy
Echolocation (1 SC)
Until the end of the round, this character gains the night vision trait and is immune to the Smoke effect and the Sneak attack Special attack.
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 model can reroll damage rolls against models with the Cybernetic, Bot and Robot traits, and against models with the vehicle rank
This character can see any distance, and ignores the concealment trait. this character is immune to the blind effect.
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)
This model does not give out VPs when KO (it still awards VPs if it becomes a casualty)
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.
This character gains +1 to hit when using Close combat: Grab
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.
This character may only control loot and safeboxes.
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.
Heroic (1 SC)
Target any friendly model on the board. That model gains 1 action counter of your choice. This may take your assigned counters over a characters maximum stat allowance. this trait may only be used once a turn.
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!.
Ice Flash (3 SC)
Select a target within 20cm and line of sight. the target receives the Cooled effect. this trait may only be used once per round
Incorporeal (1 SC)
Until the end of the round this model ignores stun damage and may move through any model or piece of scenery, but cannot end its move on them
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)
1 or 2- scared. 3 or 4- scared+terror 1. 5 or 6-scared+terror 2. 7-scared+terror 3. 8 or more- model becomes a casualty + 1vp
Instinctive Shooting (1 SC)
Intimidate (1 SC)
Worth 1 extra VP if Casualty.
This character is immune to CRT: casualty and ignores the first X damage counters received each round.
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 if there isn’t another Lazy Cousin in play.
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.
All friendly models within 20cm of this character may reroll failed 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 is immune to steal and fire effects
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.
Menace (2 SC)
Until the end of the round, enemy models must spend an additional action counter to perform any attack against this model.
Mental Dominance (2 SC)
Once per turn this character can change the position of 4 action counters on an enemies character card. This character must have line of sight to the target to use this skill.
Your band gains an additional 300$ worth of Funding to spend on Equipment.
Mind Control (2 SC)
Once per round this character may choose an enemy model within 20cm and line of sight to suffer the Hypnotize effect. if the target fails the willpower roll it also loses 1 action counter of its controlling players choice.
Mind Control Device (3 SC)
Mortal Kiss (2 SC)
Monitoring Device (1 SC)
This model gains the total vision rule and remote controlled on his ranged weapons until the end of the round.
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 and +1 Willpower.
Gains Force Field Trait and +2 to Endurance.
Gains +1 to attack and defense, +1 to damage rolls and the claws trait.
Negative Speed Force
While this character is in play, reduce the number of speed force counters generated by 2.
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)
Painful Empathy (1 SC)
Move up to 2 (B) damage markers from a friendly model in line of sight onto this character. If any damage marker is moved in this way, this character gains +1 to attack and defense until the end of the round. this skill may only be used once a round.
This character may not run, and must spend 2 action counters to stand up.
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.
all henchmen in this crew who share the same affiliation with the crews boss gain the Bluff trait
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.
Power Dampening (1 SC)
All models within 1cm lose the incorporeal and invulnerability trait until the end of the round.
Precise Aim (1 SC)
If this character has not moved He gains +2 to hit on his ranged attacks this turn. this character may not move after using this skill.
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.
Protect me! (1 SC Passive)
If this model is hit by an enemy attack, you may nominate a friendly character within 5cm to take the hit instead. all effects and damage will be taken by the nominated model.
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.
This model can reroll failed Lets go rolls
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 model may not make 90* turns
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.
Shockwave (1 SC)
all characters within 10cm lose 1MC
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.
This character can use speed force powers, and can have a maximum reserve of X speed force counters.
Speedsters have a BMD of 15cm and can climb and traverse difficult ground without spending 1MC. the character also does not consider obstacles and difficult ground impaired movement.
Speed Force Absortion
This character may steal a speed force counter from another speedster at the end of the drain speed force sub-phase. This counter may surpass the maximum counters a speedster is allowed to hold.
Speed Force Master
This character may use up to 2 speed force powers in a single turn, providing he has enough speed force counters to spend.
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.
All attacks made by this character have the Magic weapon trait
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)
Taunt (1 SC)
Choose 1 enemy within 20cm and line of sight, you may move up to 2 of their Action counters into Attack.
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)
character gains +1 strength and can reroll unarmed damage rolls during this round. A Venom dose must be used during the raise the plan phase and may only be used once. a character may not use more than 1 dose a round.
character gains +1 Willpower and can reroll failed Willpower and Agility rolls during this round. A Vertigo dose must be used during the raise the plan phase and may only be used once. a character may not use more than 1 dose a round.
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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