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BMG$rulebook

Table$of$Contents
Introduction
ELEMENTS$OF$THE$GAME
THE$Character$Card
THE$Character$Card
THE$RULES$OF$THE$GAME
PLAYING$SEQUENCE
BASIC$SKILLS/$ABILITIES
ACTIVATE$A$CHARACTER.
MOVEMENT
ATTACKING
CLOSE$COMBAT.
CLOSE$COMBAT$MODIFIERS
SPECIAL$ATTACKS
RANGED$ATTACK/SHOOT
BLINK!
DAMAGE
LINE$OF$SIGHT.
SET$UP
CONFIGURING$YOUR$BAND.
A/$Scenario$Selection
B/$Urban$furniture
C/Band$Deployment
D/$OBJECTIVES
OBJECTIVES
E/$Start$playing
Scenarios
TRAITS
Special$Attacks
WEAPON$TRAITS
Effects$

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25
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29
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35
49
51
54

BMG$rulebook

INTRODUCTION

BATMAN$MINIATURE$GAME$is$a$new$skirmish$game,$with$an$original$gameplay$based$on$
Action$Counters,$where$characters$actions$are$planned.$The$gameplay$system$is$designed$
for$both$novice$and$veteran$players.$It$has$a$strategic$and$dynamic$orientation$that$avoids$
complex$mechanisms$and$makes$it$suitable$for$all$kind$of$players.$This$game$is$focused$on$
DC$Comics$World,$primarily$in$the$Batman$universe$and$the$villains$associated$with$him.

GAME-COMPONENTS.
Batman$Miniature$Game$requires:$a$scenic$gaming$area$which$represents$the$city$area,$a$
few$sixasided$dice,$Counters,$a$tape$measure$and$Knight$Models$Miniatures.$Knight$Models$
Miniatures$accurately$represent$each$of$our$game$characters.$
PLAYING$SURFACE.
We$must$prepare$any$table$or$board$with$a$minimum$area$of$90cmx90cm$and$place$the$
terrain$elements$(houses,$trees,$cars,$etc.)$over$it,$simulating$the$streets,$gardens,$parks$&$
harbors$from$Arkham$or$Gotham$City.$These$terrain$elements$can$be$easily$purchased$or$
even$made$by$the$players$with$their$own$creativity$and$imagination.$The$more$terrain$you$
have$more$entertaining$the$game$can$be.
DICE.
You'll$need$many$sixasided$dice$to$play$the$Batman$Miniature$Game.$At$least$one$of$them$
should$come$in$a$different$color.$Knight$Models$will$provide$special$branded$Band$dice.
COUNTERS.
The$Counters$can$be$represented$by$gems,$chips,$tokens$or$even$the$dice.$Please$make$sure$
that$the$Counter$you$choose$fits$on$the$space$specially$designed$for$them$on$the$Character$
Card.$You$will$need$from$4$to$8$Counters$per$character.$Counters$can$be$easily$purchased$in$
most$stores.$Also,$you$will$need$a$small$nonatransparent$bag$or$container$to$keep$the$
Counters.$This$will$be$used$to$determine$who$will$be$the$first$player.$The$Counter$duties$
will$be$explained$later.$
MARKERS.
While$you$play$the$game$there$are$many$situations$or$states$of$the$characters$to$remember$
(Damage,$Poison,$Knock$Down$(K.O),$etc.)$Knight$Models$has$designed$special$Markers,$
which$you$can$find$at$the$end$of$the$rulebook.$The$markers$should$be$placed$next$to$the$
miniature$in$order$to$keep$track$of$the$Damage$or$special$power$effects$during$the$game.$
Also$there$are$special$Target$Markers$that$designate$scenario$Objectives.

BMG$rulebook

ELEMENTS-OF-THE-GAME
MEASURING.

To$play$Batman$Miniatures$Game$you$will$need$a$tape$measure$(in$centimeters,$cm)$to$
check$the$distance$between$miniatures$and$the$length$of$their$movements$The$distance$
between$miniatures,$or$between$miniatures$and$obstacles,$should$be$measured$from$their$
closest$volume$point.$The$distance$traveled$by$a$miniature$through$the$ground/land$starts$
from$its$own$base$edge$to$its$new$position,$without$exceeding$the$allowed$distance$with$
any$part$of$its$base$edge.$Any$time$during$the$game$any$distance$can$be$measured.$

ROUNDING$DOWN.
Many$situations$of$the$game$will$ask$you$to$divide$a$numeric$value.$If$there$is$a$remainder,$
the$number$should$be$rounded$down.$For$example;$5$needs$to$be$divided$in$two,$the$result$
is$2.5,$so$you$will$need$to$round$down$to$2.

THE$MINIATURES.
The$most$important$pieces$in$the$game$are$the$miniatures$or$characters$as$we$will$also$
refer$to$them$within$this$rulebook.$Knight$Models$offers$a$faithful$representation$of$the$
characters$from$Batmans$world.$All$the$miniatures$include$a$base$and$the$corresponding$
Character$Card,$which$includes$all$the$information$required$to$play$the$game.

THE$MINIATURES$SIZE.
Almost$all$Batman$Miniatures$characters$are$humans$with$a$similar$height$(30$to$40mm$
approx.).$The$size$difference$between$them$is$insignificant$over$the$game$scale,$which$is$
why$we$consider$all$of$them$in$a$standard$size$unless$it$specifically$describes$on$a$
Character$Card$that$this$is$not$the$case.$The$miniature$size$and$volume$is$determined$by$the$
base$the$miniature$is$set$on.$Knight$Models$will$provide$all$miniatures$a$corresponding$
base$to$stand$on.

VOLUME.
The$miniatures$occupy$a$cylindrical$space:$diameter$base$x$height,$not$including$equipment$
elements$and$limbs$that$exceed$this$cylinder.$Note:$The$volume$is$a$part$of$the$miniature.$If$
the$character$is$on$its$knees$or$over$a$decorative$element,$take$the$volume$as$when$the$
character$is$upright$over$its$own$base.

BMG$rulebook

THE-Character-Card

All$characters$have$their$own$Character$Card.$This$card$will$not$only$describe$all$the$
character$information$that$you$need$to$play,$but$it$will$also$work$as$a$special$tool$during$the$
game.$Knight$Models$will$give$each$miniature$a$Character$Card$describing$the$following$
features:

$1$aCharacter$name$and$identification.$
This$is$what$makes$a$character$unique,$because$you$can't$line$up$more$than$one$of$the$same$
character$in$a$Band.$Basically,$how$could$we$have$two$Batman$in$the$same$Band?
2$aRank.
Different$ranks$can$be:$Leader,$Sidekick,$Free$Agent,$Henchman$or$Lackey.$These$
distinctions$are$important$in$arranging$a$Band,$as$there$are$a$few$requirements$and$a$limit$
on$how$many$characters$can$join,$and$it$will$depend$on$the$character$rank.
3$aAlias.$
The$Alter$Ego's$name$of$the$character.$
4$a$Affiliate.
In$this$section$more$than$one$Band$icon$may$appear.$This$icon$shows$the$Band$or$Bands$
that$the$character$can$join.$The$icon$of$your$Leader$will$determine$which$characters$can$
line$up$with$him.$This$means$all$Band$members$will$have$the$same$icon$as$their$Leader.$
5$a$Reputation.$
In$making$a$Band$the$Reputation$will$set$the$value$of$the$character$within$the$Band.$All$the$
scenarios$have$their$own$Reputation$quantity$(which$can$be$established$by$the$players)$in$
order$to$configure$the$Band.$The$sum$of$all$Band$members'$reputation$cannot$be$higher$
than$the$established$Band$Reputation.$
6$a$$$Funding.$
Many$Weapons$and$characters$come$with$a$funding$value$in$Dollars$($s).$Each$Band$can$
include$a$maximum$$s$amount$to$their$team,$which$depends$on$the$total$reputation$the$
group$owns.$Please$check$"Band$Configuration"$for$more$details.

BMG$rulebook
CHARACTER-PRINCIPAL-CHARACTERISTICS.All$Batman$Miniatures$Game$miniatures$have$their$own$particular$principal$characteristics,$
with$their$own$abilities$and$skills.$Every$characteristic$has$a$numeric$value,$which$will$be$
the$key$to$success$during$the$game.$There$are$six$principal$characteristics:
7$aWILLPOWER.$
Willpower$is$one$of$the$most$important$characteristics.$It$represents$the$character's$
capacity$to$"act"$during$his$turn.$The$more$Willpower$a$character$has,$the$more$he$will$be$
able$to$do$when$he$is$active.$It$may$mean$that$he$can$run$more,$attack$more$times,$defend$
himself,$do$special$actions,$etc$This$value$is$the$number$of$Action$Counters$the$character$
has$to$share$out,$on$each$turn,$between$his$basic$skills$(move,$attack,$defend,$special).
8$aMOVEMENT.
Basically$all$characters$"walk"$the$same$speed,$but$they$may$not$"run"$with$the$same$
velocity.$This$value$represents$the$capacity$to$make$or$force$the$character's$mobility$(run,$
climb,$dodge,$etc.).$There$is$a$space$in$the$Character$Card$to$place$Action$Counters$to$move$
further$or$execute$special$movements.
9$aATTACK.
This$value$represents$the$character's$offensive$capacity.$The$higher$your$Attack,$the$more$
times$you$can$Strike.$It$is$also$the$number$your$opponent$must$surpass$to$Block.$There$is$a$
space$in$the$Character$Card$to$place$Action$Counters$to$attack.
10$aDEFENCE.
This$value$represents$the$defence$capacity$against$the$enemy's$attacks.$The$dice$roll$of$your$
opponent$must$be$equal$or$greater$to$this$value$to$score$a$hit.$This$value$also$represents$
the$number$of$opportunities$a$character$has$to$Block$enemies$hits.
11$aSTRENGTH.
It$is$used$to$work$out$Damage$from$an$Impact$during$an$attack.$The$Damage$Roll$must$be$
equal$to$or$greater$than$the$value$of$the$opponent's$strength$to$Damage.
12$aENDURANCE.$
Represents$the$capacity$to$take$hits$or$resist$injuries.$This$number$is$the$maximum$Damage$
a$character$can$endure$before$getting$K.Od.$There$is$a$space$in$the$Character$Card$to$place$
Action$Counters$and$to$place$the$Damage$Markers$they$have$received.
13$aSPECIAL.
This$is$a$section$in$the$Character$Card$to$place$Action$Counters$to$perform$Special$Actions.$
Personal$and$Special$traits.$In$this$section$we$will$indicate$all$the$special$rules$and$weapons$
the$character$is$armed$with.

BMG$rulebook

PLAYING-SEQUENCE

The$playing$sequence$is$structured$by$rounds.$The$players$should$execute$the$following$stages$
consecutively$in$the$following$order,$as$shown$below.$Once$these$stages$are$done,$a$new$round$will$
start,$and$so$on$until$the$game$end$(see$end$of$game).

BEFORE-THE-FIRST-ROUND
Before$the$first$round$of$the$game,$players$must$place$as$many$dice/counters$as$the$number$of$
rounds$the$scenario$has$(usually$6$to$8$turns)$and$put$them$into$a$nonatransparent$bag$or$container.$
The$dice/counters$should$be$of$similar$shape,$but$in$two$different$colors.$Each$player$should$have$
the$same$amount.

1-TAKE-THE-LEAD
At$the$beginning$of$each$round$one$player$will$extract$a$dice/counter$from$the$bag,$show$it,$then$
discard$it$(do$not$return$it$to$the$bag).$The$owner$of$the$extracted$dice/counter$will$be$the$one$who$
will$Take-the-Lead$for$the$round.$Whichever$player$leads$the$round$will$choose$the$player$who$
plays$first$at$the$next$stage.$Players$must$extract$a$dice/counter$each$round$until$there$are$no$more$
dice/counters$left.$

2-RAISE-A-PLAN
It$is$time$to$decide$what$your$characters$will$do$during$your$turn.$The$lead$player$will$choose$the$
player$who$starts$to$Raising$a$Plan.
The$chosen$player$must$award$and$give$out$the$Actions$Counters,$equal$to$the$characters$
Willpower,$between$the$basic$skills$shown$on$the$Character$Card.$
Once$the$first$player$has$planned$what$his$characters$will$do,$the$opponent$must$do$the$same$with$
his$characters.$When$both$players$are$ready,$and$distributed$all$their$Action$Counters$correctly,$they$
can$start$the$next$phase$Execute$the$Plan.$

3-EXECUTE-THE-PLAN.

As$soon$as$both$players$have$planned$all$their$characters'$actions,$it$is$time$to$activate$them$and$
start$to$attack$and/or$move.$starting$with$the$player$who$first$raised$the$plan,$players$will$alternate$
character$activations.$.$Each$character$can$only$be$activated$once$per$round.$Once$all$characters$
have$been$activated$during$a$round$players$will$move$onto$the$final$stage.

4-CASUALTY-RECOUNTS-(end-of-a-round)
At$the$end$of$the$round,$any$K.Od.$or$stunned$characters$will$have$the$chance$to$recover$and$
remove$Injury$Marker$or$wake$up$from$a$K.O.$To$make$this$happen,$make$a$recovery$roll$(check$
Recover).
Once$the$recover$rolls$are$finished$the$players$must$carry$on$with$all$the$rules$that$must$be$
executed$at$"The$end$of$the$round".$After$this,$remove$all$unused$Action$Counters$from$the$
Character$Cards$and$check$the$victory$conditions$from$the$scenario$rules.$

END-OF-THE-GAME
If,$for$any$reason,$there$are$no$more$dice/counters$to$extract,$the$game$will$be$finished$at$the$end$of$
that$round.$A$game$wont$have$more$rounds$than$initially$decided$or$specified$in$the$scenario$even$
if$there$are$dice/counters$left$to$extract.

BMG$rulebook

BASIC-SKILLS/-ABILITIES

During$the$Raise-the-Plane-phasea$Each$character$gains$a$number$of$counters$equal$to$their$
Willpower$characteristic,$and$their$controlling$player$must$distribute$these$Counters.
The$Character$Card$has$four$spaces$for$each$of$the$character$abilities$that$Action-COUNTERS-may$
be$distributed$to;$Movement,$Attack,$Defence$&$Special$(ENDURANCE$may$not$be$assigned$
counters).$
Place$the$Counters$on$their$empty$space$on$the$Character$Card.$This$will$help$us$to$carry$out$the$
basic$abilities$and$use$the$special$rules$during$the$different$game$stages.
Remembera$For$every$2$Damage$Markers$a$character$has$accumulated,$at$the$beginning$of$the$Raise$
the$Plan$stage,$the$character$will$lose$1$Action$Counter!

DISTRIBUTING$THE$ACTION$COUNTERS.
Please$follow$the$conditions$described$before$awarding$the$Action$Counters$to$your$characters.$You$
can$have$empty$spaces$if$you$prefer.$

MOVE$ABILITY.

The$player$can$place$as$many$Action$Counters$up$to$his$Movement$value.$These$Counters$will$
improve$the$character's$movement$capacity.$We$will$call$them$from$now$on,$Movement$Counters$or$
MC.

ATTACK$ABILITY.$

The$player$can$place$as$many$Action$Counters$up$to$his$character's$Attack$value.$These$Counters$
allow$the$character$to$make$ranged$and$close$combat$attacks$(see$Attack).$We$call$these$Counters,$
Attack$Counters$or$AC.$

DEFENCE$ABILITY.

Place$as$many$Action$Counters$up$to$the$character's$Defence$value.$This$is$a$"Passive"$skill$and$can$
be$used$when$the$character$is$not$active.$Each$of$the$Counters$can$be$used$to$block$an$attack$or$hit$
from$the$opponent$during$close-combat.$We$will$call$these$Counters$Defence$Counters,$or$DC.$
SPECIAL$ABILITY.$
Players$can$use$up$to$three$Counters$for$this$attribute.$Each$of$these$Counters$is$for$the$character's$
special$ability,$or$to$recover$Damage$at$the$end$of$the$turn.$These$Counters$will$be$called$Special$
Counters$or$SC.

USING$YOUR$COUNTERS.$

During$the$game,$you$will$need$to$use$your$basic$skills$Action$Counters.$Remove$the$Counter$from$
the$Character$Card$when$it$is$used.
If$an$action$requires$you$to$use$or$remove$more$than$one$Action$Counter$and$you$do$not$possess$
enough$Action$Counters,$you$cannot$carry$out$that$action$or$rule.

BMG$rulebook

ACTIVATE-A-CHARACTER.

As$soon$as$a$character$is$active,$it$can$perform$a$number$of$skills-during$its$activation.$This$includes$
moves,$actions,$attacks$and$special$skills.$Players$should$declare,$at$the$beginning$of$a$character's$
activation,$their$actions$and$the$order$they$will$execute$them.$A$character$can$move$then$attack,$
attack$then$move,$just$attack,$or$just$move.$A$character$may$not$execute$the$same$skill$at$different$
times$during$a$turn,$so$they$may$not$move,$attack,$and$then$move$again,$or$attack,$move$then$attack$
again.
$Once$the$character$has$used$his$basic$abilities$and$spent$the$required$Counters,$the$activation$will$
be$finished$and$give$way$to$the$next$player's$character$activation$procedure.
$Note:$Players$are$not$required$to$use$all$a$characters$Counters.$

PASSIVE$SKILLS.
Some$abilities$are$passive,$such$as$defend$or$block.$These$can$be$used,$during$another$
player's$turn,$as$a$response$to$attacks$or$to$execute$special$rules.$The$instructions$and$cost$
in$Action$Counters$will$be$shown$on$each$passive$skill.

PASS$ACTIVATION.
At$the$beginning$of$Execute$the$Plan,$players$must$decide$how$many$pass$chances$the$player$with$
fewer$characters$has.$The$pass$chance$is$equal$to$the$difference$between$how$many$characters$the$
player$has$than$their$opponent$(K.O.$characters$do$not$count$for$this.)$This$way,$the$player$with$
fewer$characters$can$Pass$(chose$not$to$activate$a$character)$and$give$the$chance$of$activation$to$the$
other$player.$This$may$mean$a$player$can$activate$two$characters$consecutively.$A$player$cannot$pass$
more$than$twice$consecutively.

SKILL-ROLL:To$successfully$execute$some$actions$you$must$pass$a$roll.$Compare$the$roll$against$the$
value$of$the$principal$characters$characteristics:

AGILITY$ROLL:
To$succeed$you$must$roll$one$die$which$must$be$equal$to$or$less$than$the$character's$
Movement$value.$
RESISTANCE$ROLL:
To$succeed$you$must$roll$two$dice$and$the$sum$of$both$should$be$equal$to$or$less$than$the$
character's$Endurance$value.$
WILLPOWER$ROLL:
To$succeed$you$must$roll$two$dice$and$the$sum$of$both$should$be$equal$or$less$than$the$
character's$Willpower$value.

BMG$rulebook

MOVEMENT

BASIC-MOVEMENT.
All$Batman$Miniatures$Game$characters$have$the$BASIC$MOVEMENT$CAPACITY$(BMC),$which$is$set$
at$10cm$and$may$change$according$to$their$special$rules.$This$movement$is$free$during$the$
character's$activation$and$does$not$require$any$counters$to$be$spent.$
Furthermore,$if$the$character$has$MC$(meaning$that$the$player$added$Action$Counters$to$its$move$
basic$ability)$it$can$be$used$to$move$further.$A$die$must$be$thrown$for$each$used$MC$and$the$sum$all$
the$die$results$(in$cm)$is$a$characters$EXTRA-MOVEMENT,$that$is$added$to$the$character's$BASIC$
MOVEMENT$CAPACITY.$When$a$character$is$active$and$moves,$it$can$travel$around$the$playing$area$
as$many$centimetres$(cm)$as$its$MOVEMENT$CAPACITY$value.$
The$total$will$be$the$characters$MOVEMENT-CAPACITY$during$this$activation.$The$entire$
MOVEMENT-CAPACITY$must$be$used$at$the$same$time,$it$cannot$be$interrupted$by$other$actions,$
attacks$or$abilities.$A$character$which$does$not$use$the$MC$during$movement$cannot$use$them$to$
move$at$any$other$moment$after$the$activation,$but$may$use$them$to$pay$other$costs.$Characters$
cannot$go$through$any$space$or$volume$already$occupied$by$other$characters.

RUN-

Characters$can$double$their$BMC$using$1MC$and$1SC.$During$this$movement$the$character$wont$be$
able$to$manipulate,$cross$any$obstacle$or$difficult$ground,$climb,$or$jump,$and$must$move$at$least$
10cm.$A$character$may$still$use$EXTRA-MOVEMENT-before$or$after$a$run

STAND

When$a$character$is$knocked$down,$it$may$stand$up$during$its$activation$using$1$Action$Counter.$
Once$the$character$is$standing$again$it$can$move$as$normal.$

JUMP-CAPACITY-(JC)

Some$characters$movement$may$require$it$to$jump$obstacles$or$over$gaps.$As$a$default,$a$character$
must$generate$a$JC,$by$spending$twice$the$CM$of$MOVEMENT$CAPACITY$for$each$CM$of$JUMP$
CAPACITY.$A$character$may$jump$multiple$times$in$an$activation,$but$must$generate$a$separate$JC$for$
each$jump.
E.g.$A$character$with$a$MOVEMENT$CAPACITY$of$10$wishes$to$jump$a$4cm$gap.$4cm$JC$takes$8cm$of$
MOVEMENT$CAPACITY.$They$must$spend$1MC$to$jump$the$gap,$and$then$have$2cm$of$movement$
remaining.

DISABLED-MOVEMENT.-

During$the$game$there$will$be$occasions$where$a$character's$movement$may$be$affected$by$ground$
difficulty$or$by$a$rule$effect.$When$a$character$is$affected$by$a$movement$effect,$each$cm$
(centimeter)$the$character$wishes$to$move$across$the$affected$area$it$costs$2$cm$.$

MOVING-AROUND-ARKHAM-CITY.-

The$terrain$elements$on$the$gaming$area$are$fundamental$for$the$characters'$movement$and$sight.$
The$Batman$Miniatures$Game$combat$will$take$place$in$the$city,$so$the$movement$rules$are$designed$
for$this$environment.$All$terrain$elements$are$considered$obstacles,$which$will$be$divided$into$
different$categories:$Small$Obstacles,$Difficult$Obstacles,$and$Vertical$Obstacles.$.$

BMG$rulebook

PASS-A-SMALL-OBSTACLE-

Small$Obstacles$that$dont$exceed$half$of$the$miniatures$height$(around$2cm$for$a$regular$or$human$
character).$Small$Obstacles$can$be$garden$hedges,$boxes,$buckets,$chairs$or$any$domestic$furniture$
in$general.$Passing$them$is$free$as$they$dont$exceed$half$of$the$miniature's$size.$If$it$is$higher,$it$is$
considered$a$difficult$obstacle.

PASS-A-DIFFICULT-OBSTACLE..-

These$obstacles$are$those$higher$than$half$of$the$miniature$size$but$not$taller$than$the$miniature$
itself$(around$2$to$4$or$5cm$for$a$"human"$character).$These$obstacles$can$be$high$garden$hedges,$
fences,$cars,$containers,$big$trash$bins$and$the$urban$furniture$in$general.$A$character$must$spend$
1MC$to$cross$a$DIFFICULT$OBSTACLEa$or$they$cannot$cross$it.$

DIFFICULT-GROUND.-

Areas$of$difficult$ground$are$areas$such$as$piled$debris,$smashed$zones,$tree$areas,$waterways$or$
harbor$water.$Before$the$mission$starts$the$players$must$set$which$terrain$elements$are$considered$
difficult$grounds.
If$a$character$needs$to$cross$this$difficult$ground$they$will$need$to$spend$1$MC$to$proceed

CLIMB-VERTICALLY.

A$Vertical$Obstacle$is$much$taller$than$the$miniature,$such$as$a$wall$or$any$other$element$which$can$
be$climbed.$Dont$forget$to$set$the$vertical$obstacles$before$the$game$starts.
To$move$vertically$we$must$measure$the$initial$and$final$miniature$base$position.$While$the$
character$moves$vertically$we$consider$it$a$difficult$move$(disabled$movement)$and$he$must$expend$
1$MC$or$they$cannot$proceed.$If$a$character$tries$to$climb$a$vertical$obstacle$they$must$finish$their$
move$in$an$area$where$the$miniature$can$be$placed,$such$as$a$roof$or$the$top$of$a$wall$that$is$thick$
enough$to$stand$the$miniature.$Otherwise$you$will$spring$into$the$air$or$suffer$the$fallen$rules.

JUMP-A-GAP.

A$character$can$horizontally$jump$a$gap$or$empty$space,$but$must$spend$1$MC$to$proceed.$If$the$
character$generates$a$JUMP$CAPACITY$equal$to$or$greater$than$the$distance$of$the$jump,$the$jump$
automatically$succeeds,$if$not,$the$jump$fails$and$the$jumper$falls.
$

SPRING-INTO-THE-AIR.-

Characters$can$spring$into$the$air$when$they$move$off$of$a$ledge$or$other$high$piece$of$terrain.$It$will$
cost$1$MC$or$it$will$count$as$a$fall.$If$the$jump$height$is$less$than$the$JC,$the$jump$will$succeed$
automatically,$and$you$may$place$the$character$standing$at$the$end$of$the$gap$and$keep$moving$if$
there$is$BMC$left.
If$the$jump$is$higher$than$the$JUMP$CAPACITY$spent$then$the$character$will$suffer$Damage.$The$
Damage$depends$on$the$difference$between$the$height$and$the$JC.$

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BMG$rulebook
FALLS.

In$many$occasions$the$characters$may$be$forced$to$make$a$spring$into$the$air$or$be$pushed$by$the$
opposing$character$after$an$attack.$If$this$happens,$near$a$high$edge$such$as$a$terrace$roof$or$
balcony$and$the$character$cannot$be$placed$on$the$terrain$element,$then$the$character$needs$to$
jump$from$that$distance.$If$the$character$jumps$into$the$void,$it$will$suffer$the$same$effects$as$it$
springs$into$the$air,$but$the$JC$will$count$as$Zero$"0cm"$
Unless-the-player-has-a-successful-agility-roll,-the-character-will-always-become-knockeddown.
The-effects-of-a-fall-are-determined-by-the-distance-fallen.$If$a$character$spent$1MC$to$SPRING$
INTO$THE$AIRa$reduce$the$fall$by$their$JC.
a$up$to$5cm,$the$character$gets$a$Damage$Markera$Stun(

$)

a$6$to$10cm$the$character$gets$Damage$Markera$Blood$( )
a11$to$15cm,$the$character$gets$as$many$Damages$Markersa$Blood$( )$equal$to$half$of$his$Endurance$
value.
a$more$than$15cm,$this$counts$as$a$Casualty,$remove$the$miniature$from$the$game.$

MANIPULATE.

Many$terrain$elements$rules$require$the$characters$to$Manipulate$objects.$This$can$also$be$
established$by$the$players.$Different$manipulation$actions$may$include$opening$a$door,$picking$
something$up$from$the$floor,$etcPlease$determine,$before$the$game$starts,$which$Manipulate$
actions$can$be$done$by$the$characters$and$the$effects$or$results$after$the$manipulation$succeeds$or$
fails.$A$character$has$to$spend$1$MC$to$Manipulate$an$object$if$they$are$in$contact$with$it$(or$carry$
it),$having$the$benefit$of$the$object$he$is$carrying.$

CROUCH

An$activating$character$in$contact$with$an$obstacle$can$crouch$next$to$it$using$1$SC.$This$way,$if$
afterwards$the$obstacle$supplies$him$a$Blink!$roll,$he$will$obtain$+1$on$that$Blink!$roll.

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BMG$rulebook

ATTACKING

There$are$two$ways$for$a$character$to$attack:$in$close$combat$(with$or$without$weapon),$or$
a$distance$attack$with$a$weapon$.$A$character$can$only$attack$using$one$(never$both)$of$
these$ways,$during$its$activation.$The$attack$can$be$done$before$or$after$the$movement$(as$
the$player$stated$during$the$Execute$the$Plan$stage)$when$all$the$requirements$and$Counter$
costs$are$paid.$The$player$distributes$the$attacks$or$shots$(Impact$dice)$amongst$his$
enemies.$Afterwards$you$must$make$the$Impact$roll.$

IMPACT$ROLL
As$soon$as$all$the$attack$dice$are$assigned,$you$must$make$an$Impact$roll$for$each$die$
assigned.$Roll$all$the$dice$against$the$target$characters$Defence$value.$Any$result$equal$or$
higher$to$the$oppositions$Defence$value$will$be$considered$an$Impact.$For$each$successful$
Impact,$a$Damage$Roll$should$be$made.

Impact$rolls$with$a$1$as$die$result$(without$modification)$is$always$a$fail,$as$any$6$die$result$
(without$modification)$will$always$be$considered$an$Impact.

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BMG$rulebook

CLOSE-COMBAT.

To$make$a$close$combat$attack$and$hit$the$enemy,$both$miniatures$must$be$in$base$to$base$
contact$on$any$part$of$their$volumes.$Note:$There$are$weapons$and$special$attacks$which$
allows$a$close$combat$with$no$base$to$base$contact.$

HITS/-STRIKES-.Each$AC$used$in$a$close$combat$gives$a$Strike$or$Impact$roll$against$the$opponent.$Roll$one$
die$for$each$strike.$If$there$is$more$than$one$enemy$in$the$close$combat,$the$player$can$
distribute$the$Strikes$between$the$adjacent$enemies.$This$must$be$decided$before$throwing$
the$dice.
Just$one$attack$per$character$is$allowed$per$activation,$so$if$you$spend$more$than$one$AC$to$
attack$the$same$enemy$character,$all$the$dice$should$be$rolled$at$the$same$time.$If$the$
attacker$carries$one$or$more$close$combat$weapons$(described$on$the$Character$Card),$it$
should$be$clarified$which$of$the$weapons$will$be$used$before$the$dice$roll,$and$the$character$
must$use$the$same$weapon$for$all$the$attacks$during$that$round.

Close-Combat-Weapons.
These$weapons$provide$higher$Impact$and$Damage$probabilities.$They$have$the$following$
special$characteristics:
DAMAGE
Each$attack$or$weapon$produces$a$number$of$Damage$Markers$per$Impact.$A$character$can$
choose$to$attack$Unarmed$or$be$forced$to$do$so$by$a$special$rule.$
TRAITS
Many$close$combat$weapons$have$special$traits$or$abilities$that$modify$the$characters$
ability$to$impact$or$damage$a$character.$

DEFENSE.
If$a$character$is$attacked$in$close$combat$and$he$has$DC$left$on$his$characters$Character$
Card,$he$may$use$them$to$Block$or$cancel$his$enemys$attacks.$This$can$be$decided$after$the$
impact$roll,$but$before$the$Damage$roll.$
BLOCK.
To$Block$or$repeal$an$enemy$Impact,$roll$a$die$for$every$DC$used.$Each$result$equal$or$
higher$to$the$opponents$ATTACK$value,$you$may$select$one$impact$to$be$BLOCKED.$Blocked$
attacks$are$ignored$as$if$they$had$missed$the$target$(do$not$make$a$damage$roll$or$interact$
with$them$further)

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BMG$rulebook
CLOSE-COMBAT-MODIFIERS
Numerical$Inferiority.
If$during$close$combat$a$character$is$in$close$combat$range$with$at$least$2$enemy$characters$
(including$the$attacker)$who$are$not$engaged$by$any$other$characters,$the$defending$
characters$Defence$value$will$be$reduced$by$1$versus$melee$Impact$rolls.$
For$Example;$A$Gotham$Policeman$in$contact$with$two$of$Jokers$Clowns$and$the$Clowns$are$
not$in$contact$with$any$other$police$characters,$the$Gotham$Policeman$would$have$his$
Defence$reduced$by$1.

Defensive$Positioning.
If$during$close$combat$defending$characters$position$is$in$any$of$the$following$cases,$it$will$
raise$his$Defence$value$by$+1$against$melee$(not$ranged)$Impact$rolls:

aThe$character$is$on$a$higher$position$than$his$attacker,$but$they$are$still$in$contact.

aThe$character$is$behind$an$object$which$is$no$thicker$than$2cm,$and$it$is$not$higher$than$
the$close$combat$fighting$characters.$This$can$be$a$fence,$a$hedge,$wall,$etc.

aThe$character$is$surrounded$on$both$sides$by$elements$which$stop$the$way,$as$such$as$
protecting$a$door,$a$corridor,$or$two$solid$vertical$elements.$The$space$the$character$is$in$
cannot$be$more$than$2cm$larger$than$their$base.

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BMG$rulebook
SPECIAL-ATTACKS
Some$characters$have$Special$attacks$made$available$to$them$with$special$traits$or$
equipment,$but$all$Characters$in$BMG$have$two$special$melee$attacks$available$to$them;$
Push,$and$Grab.$To$initiate$a$special$attack,$the$attacker$must$pick$a$target$and$spend$an$
additional$SC$to$activate$the$attacka$but$then$all$the$strikes$versus$that$target$gain$the$
benefit$of$the$special$attack.$A$character$may$not$activate$a$special$attack$more$than$once$in$
a$activation,$and$may$not$activate$2$different$special$attacks.
CLOSE$COMBAT$PUSH.
Instead$of$striking$an$enemy$you$can$try$to$push$them.$Please$choose$how$many$AC$you$
want$to$use$plus$1$SC$and$make$an$impact$roll,$as$you$do$when$you$attack.$If$the$Damage$is$
achieved,$the$displaced$effect$will$be$added$to$the$Damage$(see$effects).$

CLOSE$COMBAT$GRAB.$
Instead$of$striking$an$enemy,$a$character$can$grab$them.$A$character$may$not$use$the$benefit$
of$any$weapons$when$attempting$a$grab$(they$are$treated$as$unarmed).$Choose$how$many$
AC$you$want$to$use$plus$1$SC$and$make$an$unarmed$Impact$roll.$If$the$Damage$is$achieved,$
the$immobilize$effect$will$be$added$to$the$normal$Damage$or$the$attack.
$If$a$character$gets$immobilized/grabbed$by$several$enemies$they$will$lose$a1$to$Defence$for$
each$additional$enemy$that$is$grabbing$them.

To$release$and$remove$the$effect,$the$grabbed$character$must$spend$at$least$1$AC$during$
their$activation$and$roll$a$die$for$each$AC$spent,$succeeding$by$roll$over$his$own$Strength.$If$
he$succeeds$it$will$release$the$character$from$the$grab$of$one$enemy$and$let$him$activate$
normally.$The$character$can$be$released$as$well$if$his$captor$moves$away$or$attack$another$
character.

If$the$character$is$grabbed$by$several$enemy$characters$he$may$spend$at$least$1$AC$for$each$
enemy$and$become$released$from$one$enemy$for$each$success.$In$a$multiple$grab,$the$player$
controlling$the$character$escaping$choses$which$enemy$characters$they$escaped$from.

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BMG$rulebook

-RANGED-ATTACK/SHOOT

If$a$character$carries$a$ranged$weapon$(any$weapon$with$a$RoF$is$a$Ranged-Weapon),$he$will$be$
able$to$make$a$Ranged$Attack$with$it$if$he$meets$the$following$requirements:$
Only$one$ranged$weapon$attack$is$allowed$per$activation
2$AC$must$be$spent$to$attack$with$a$Ranged$weapon.$
A-RANGED-ATTACK-may-not-be-blocked.
This$allows$a$player$to$make$as$many$shots$or$roll$as$many$Impact$dice$as$the$Rate$of$Fire$(ROF)$
allows.

RANGED$WEAPONS.

These$weapons$can$only$be$used$for$a$"Ranged$Attack".$They$have$special$characteristics$that$define$
their$usage$and$capabilities.

Rate$of$Fire$(ROF):

This$is$the$number$of$shots$or$dice$to$Impact.$These$Impact$dice$can$be$distributed$between$several$
objectives,$as$soon$as$all$shot$conditions$are$fulfilled.$
If$the$character$has$declared$to$move$during$his$activation,$or$has$moved$at$all$previously$this$turn$
he$will$have$1$die$to$Impact$instead$of$the$regular$weapon$ROF.$If$a$character$carries$more$than$one$
ranged$weapon$he$must$choose$only$one$of$them$to$attack$with$during$this$round.$If$a$character$
shoots$with$their$full$RoF,$they$may$not$choose$to$move$any$further$this$round.

Ammunition

The$ammunition$is$how$many$times$you$can$attack$with$this$weapon$during$the$game,$and$it$is$
represented$by$ammunition$magazines.$
When$a$character$shoots$a$weapon,$he$must$discount$one$magazine$from$that$weapon,$regardless$of$
the$RoF$of$the$weapon.$If$all$ammunition$magazines$are$exhausted,$he$cannot$use$that$weapon$any$
more.$There$many$situations$during$a$game$where$characters$may$be$able$to$gain$additional$
ammunition$magazines.$A$character$can't$ever$have$more$Ammunition$than$his$starting$total$
($including$the$Magazine$bought$at$the$equipment$list).

Damage.

This$characteristic$indicates$the$type$of$Damage$and$the$number$of$Damage$Counters$that$weapons$
produce$once$a$Damage$is$succeeded$with$the$weapon$.

RANGE.

All$ranged$weapons$have$unlimited$reach$(unless$otherwise$noted$on$the$weapon),$but$the$
character$has$to$be$able$to$see$and$draw$line$of$sight$to$the$target.$However,$a$character$cannot$
attack$with$a$range$weapon$if$any$enemy$character$is$closer$than$5cm$from$the$shooter.

16

BMG$rulebook
BLINK!
If$a$shot$is$made$against$a$partially$visible$object,$as$it$may$be$hidden$behind$a$car,$street$
corner$etc$or$even$if$a$few$obstacles$are$in$your$way,$the$target$player$will$need$to$make$a$
Blink!$roll$for$each$of$the$obstacles$in$between$target$and$shooter.$
The$Blink!$roll$should$be$done$after$a$successful$Impact$roll.$If$a$miniature$is$in$base$contact$
with$an$obstacle$or$another$miniature,$they$may$be$able$to$shoot$over$the$contacted$object/
miniature$(as$long$as$the$size$of$it$allows$you$to)$and$it$will$not$count$as$a$Blink!$obstacle.

Blink!-roll.
If$the$enemy$has$been$successfully$Impacted,$the$target$of$the$ranged$attack$rolls$a$die$for$
the$first$obstacle$which$is$blocking$the$trajectory.$If$you$roll$under$the$Blink!$roll$difficulty,$
the$attack$bypasses$the$blink,$and$you$must$keep$on$making$Blink!$rolls,$for$each$obstacle$
blocking$the$trajectory$until$the$target$is$reached$or$if$the$Blink!$roll$is$higher$than$the$
indicated$score$required,$at$which$point$the$shot$will$be$stopped$by$the$obstacle.$If$the$
obstacle$is$a$damageable$element$or$character$(friend$of$foe),$it$will$suffer$the$"Cross$Fire".$
If$all$blink!$rolls$fail,$the$shot$Impacts$against$the$original$target.$
Blink!$Difficulty.$
Not$all$the$obstacles$have$the$same$ability$to$stop$an$Impact.$The$Blink!$Difficulty$level$is$set$
by$the$kind$of$obstacle:
4,$5$or$6;$walls$or$objects$considered$"solid"$or$very$resistant,$another$miniature.
5$or$6;$wood$fences,$trees,$cars,$streetlights$or$any$urban$furniture.
6;$hedges,$wire$fences,$boxes,$tables$or$any$domestic$furniture.

Cross-\ireIf$a$character$or$damageable$object$has$been$Impacted$by$a$Blink!$roll,$and$then$the$
Damage$roll$is$passed,$it$will$just$accumulate$1$( )$Blood$marker$instead$of$the$normal$
Damage$the$weapon$produces.
An$activating$character$in$contact$with$an$obstacle$can$crouch$next$to$it$using$1$SC.$This$
way,$if$afterwards$the$obstacle$supplies$him$a$Blink!$roll,$he$will$obtain$+1$on$that$Blink!$
roll.$
SCRATCHAfter$Impacting$with$distance$weapons,$after$bypassing$all$blinks,$if$you$have$failed$the$
Damage$roll,$always$a$minimum$of$one$Stun$Marker$will$be$achieved.

17

BMG$rulebook

DAMAGE

If$an$enemy$Impact$is$achieved,$you$must$roll$a$die$for$each$successful$Impact$to$see$what$
Damage$is$produced.$Add$a$single$Collateral-die-(of$a$difference$appearance)-to$the$
Damage-roll-regardless$of$the$number$of$damage$dice$rolled.$For$each$result$on$a$damage$
die$equal$or$higher$to$the$strength$of$the$attacker,$Damage$is$achieved.$This$will$be$reflected$
by$Damage$Markers$specified$in$each$weapon$or$attack.$Damage$can$also$produce$an$effect.$

Sometimes$close$combat$weapons$can$change$the$characters$strength.$A$"+"$or$"a"$symbol$
will$be$shown$before$a$digit.
Example:$If$"+1"$is$indicated$and$the$character$strength$is$"4+",$the$result$you$need$to$cause$
Damage$with$this$weapon$will$be$3+,$as$the$marker$is$positive.$

All$Damage$rolls$with$1$(without$modification)$as$a$result$will$be$considered$failed,$if$the$
result$is$6$(without$modification)$if$will$always$be$a$successful$Damage.$

COLLATERAL-DAMAGE
All$Damage$rolls$you$make$you$should$also$roll$the$Collateral$Damage$Die.$This$die$should$
look$different$to$make$it$easier$to$see$which$the$Collateral$Damage$Die$is,$and$it$should$be$
thrown$at$the$same$time$as$all$the$Damage$dice.$However,$its$resolution$will$be$different,$
and$it$has$nothing$in$common$with$the$Damage$dice$consequences.$The$collateral$Damage$
die$will$see$if$the$character$is$knocked$down,$and$the$critical$and$special$Damage$produced$
by$the$weapons$or$attacks.
KNOCK-DOWNAny$Collateral$Damage$result$that$is$equal$to$any$of$the$Damage$dice$results,$the$character$
gets$knock$down.$This$can$even$happen$without$damaging$the$objective,$but$a$double$"1"$
result$will$be$still$be$a$fail$and$will$not$knock$down$the$target.$
CRITICAL-DAMAGE
During$any$Damage$roll$in$which$you$pass$the$roll$required$with$at$least$one$die$and$the$
Collateral$Damage$Die$result$is$6,$the$target$will$obtain$an$extra$Damage$Marker$(Stun$
Marker)$to$the$total$inflicted$Damage.$
SPECIAL-CRITICAL-(CRT)
Many$weapons$and$attacks$can$produce$a$different$effect,$having$a$special$critical$as$a$
result,$indicated$as$CRT$at$the$weapon$or$rule$description.The$CRT$always$replaces$the$
extra$Stun$Damage.$

18

BMG$rulebook

RECOVER.
At$the$end$of$each$round,$in$the$Casualty$Recounts$phase,$all$the$characters$who$have$
accumulated$Stun$Markers$or$are$K.O,$may$attempt$to$remove$a$Stun$Marker$or$get$up$from$
K.O,$by$performing$a$recovery$roll.$
DAMAGE-TYPES
Each$Damage$received$by$a$character,$it$may$accumulate$one$or$even$more$Damage$
Markers.$
There$are$two$kinds$of$Damage$Markers$that$may$be$dealt,$Stun$AND/OR$Injured,$
depending$on$the$characters$and/or$the$weapon(s)$which$have$caused$the$Damage$(this$
will$be$indicated$on$the$characters$or$weapon$characteristics).$STUN$markers$can$be$
recovered.$The$BLOOD$Marker$cannot$be$recovered.
If$a$character$receives$both$types$of$Damage$Markers$from$the$same$attack,$please$first$
award$the$BLOOD$markers$and$then$the$Stun$Marker.$If$a$Character$is$KO,$and$dealt$BLOOD$
markers,$replace$STUN$markers$with$BLOOD$markers$for$each$BLOOD$dealt.$If$the$
character$gets$more$STUN$Markers$than$his$own$Endurance$value,$apply$effect/s,$then$the$
rest$of$the$Damage$Markers$will$be$ignored.

Example:$If$a$character$gets$2x$Damages$(
$),$first$award$the$4$Injured$Markers$(
)$
and$then$2$Stun$Marker$(
$).$If$the$character$has$an$Endurance$value$of$5,$it$will$get$a$
K.O$result$and$the$last$Stun$Marker$will$be$ignored.

UNARMED-DAMAGE
If$a$character$has$no$weapons$he$can$punch,$kick,$bite,$etc.$The$Damage$caused$by$this$kind$
of$Impacts$will$be$always$a$Stun$Marker$( )$.$
DAMAGE-ACCUMULATION-EFFECTS
Each$time$a$character$accumulates$2$of$any$Damage$Markers,$an$Action$Counter$will$be$
immediately$removed$from$the$damaged$characters$card,$the$controlling$player$of$the$
Damaged$character$may$choose$with$Action$Counter$is$removed.$At$the$raise$a$plan$stage,$if$
a$character$has$Damage$Markers$accumulated,$he$will$lose$1$Action$Counter$for$every$2$
accumulated$markers$during$this$round.

At$the$end$of$each$turn,$all$characters$can$attempt$to$remove$Stun$Marker$by$successfully$
making$a$recovery$roll$(see$recovery).$

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BMG$rulebook
K.O-KNOCK-OUTAs$soon$as$a$character$accumulates$as$many$Damage$Markers$(of$STUN$AND/OR$BLOOD)$as$
its$own$Endurance$value,$they$will$be$an$immediate$K.O$When$a$character$is$K.O,$he$loses$all$
of$its$Action$Counters$and$gets$knocked$down$at$that$position$until$they$recover$(he$will$
need$to$spend$AC$to$stand$up).$Otherwise,$he$will$stay$K.O$until$the$end$of$the$game$unless$
recovered$prior.
A$K.O$character$cannot$award$Counters$at$the$raise$a$plan$stage,$or$be$activated,$but$will$
have$a$chance$to$recover$at$the$end$of$each$round.$Place$a$K.O$marker$next$to$the$miniature$
to$tell$the$difference$between$other$knocked$down$miniatures.

A$K.O$Character$is$not$considered$for$Blink!$rolls,$because$they$are$knocked$down$too.
A$K.O$Character$does$not$count$for$controlling$objectives.$When$a$character$receives$K.O,$
any$surplus$Injury$Marker$must$be$exchanged$for$previously$Stun$Markers,$this$can$make$
the$character$to$become$Casualty.$

CASUALTY
If$a$character$has$accumulated$Injury$Markers$equal$to$or$more$than$the$characters$
Endurance,$the$character$will$be$considered$a$casualty$and$must$be$removed$from$the$
game.$
RECOVERY
Characters$can$recover$from$Stun$damage:
At$the$recovery$stage$roll$1$die$per$character$that$is$under$the$effect$of$Stun$(but$not$KO).$A$
die$result$of$4$or$higher$allows$you$to$remove$a$Stun$Marker.$
If$the$character$still$has$SC,$at$the$end$of$the$round,$you$can$use$them$now$and$roll$one$
more$die$per$each$SC.$Each$success$allows$the$removal$of$an$additional$Stun$marker.
$
Recover-from-a-K.OTo$recover$from$a$K.O,$first$make$on$Endurance$roll.$If$the$K.O$character$passes$the$roll,$they$
will$be$recovered$from$K.O$but$remain$lying$down$at$this$position$until$it$is$able$to$stand$up.$
Remove$one$stun$marker$but$keep$all$the$other$Injury$Marker$and$all$Stun$Markers$on$the$
character,.$If$you$do$not$succeed,$they$will$remain$K.O.

20

BMG$rulebook

LINE-OF-SIGHT.-

In$Batman$Miniatures$Game$it$is$always$night$time,$Thats$why$visibility$is$reduced.$No$
characters$are$able$to$see$over$30cm$away$from$its$volume$from$in$any$direction.$Of$course,$
there$are$abilities$and$equipment$which$will$let$you$see$more$or$even$less$sometimes.$

To$see$another$character$you$must$be$able$to$trace$a$straight,$unobstructed$line$between$
any$point$of$the$volume$of$both$characters.$The$easiest$way$is$to$draw$an$imaginary$line$
between$the$characters$using$a$tape$measure$or$a$laser$pointer.$

To$See$another$character$at$least$a$quarter$(1/4)$of$the$target$miniatures$volume$must$be$
visible,$not$including$open$arms,$or$other$equip$elements$that$may$stick$out$from$the$base$
diameter.

LINE$OF$SIGHT$
If$the$target$is$further$than$30cm$from$a$character,$it$wont$be$seen$so$you$cannot$attack$
that$object$or$objective.

LIGHTS.
In$the$game$there$will$be$streetlights,$lanterns$and$spotlights$which$light$up$the$street$over$
the$playing$ground.$In$each$case,$we$will$specify$the$area$each$object$illuminates.$In$all$
cases,$if$a$character$is$under$the$effect$of$any$Light,$it$will$become$totally$visible$by$the$
other$characters$which$can$draw$a$direct$line$of$sight$to$the$character,$regardless$at$what$
distance$they$are.

21

BMG$rulebook

SET-UP

Once$you$have$everything$you$need$to$play$it$is$time$to$set$up$a$Batman$Miniatures$Game.$
First$place$the$terrain$elements$available$and$get$it$Band$ready$according$to$the$established$
reputation.$Then$pick$a$scenario$and,$you$are$ready$to$start$playing!$

PLACE$THE$TERRAIN$ELEMENTS$
By$mutual$agreement,$the$players$must$place$all$the$terrain$elements$at$their$disposal$and$
also
$must$establish:$which$elements$are$objects$or$difficult$terrain,$which$small$or$vertical,$etc..$
They$must$also$establish$the$objects$that$can$be$manipulated$and$what$is$the$result$of$it,$if$
it$is$not$covered$in$the$scenario$rules.

Discuss$with$your$opponent$the$blink$values$of$the$various$terrain$elements,$which$areas$
are$difficult$terrain

22

BMG$rulebook

CONFIGURING-YOUR-BAND.
ESTABLISH-REPUTATION.First$you$must$set$how$much$Reputation$each$player$can$spend$to$configure$his$Band.$
Usually$both$players$have$the$same$Reputation.$We$recommend$a$maximum$of$150points$
(pts)$for$short$games$and$450pts$for$2$hour$games,$with$300pts$the$recommended$
Reputation$for$the$scenarios$presented$in$this$rules.$
Now$you$can$start$selecting$characters,$remember$that$the$sum$of$the$Reputation$of$each$
character$can$never$exceed$the$maximum$Reputation$established.$

BAND-LEADER.
Each$player$must$choose$a$"Band$Leader"$between$the$characters$ranked$as$"Leader"$or$
"Sidekick".$All$other$characters$of$each$Band$must$have$the$same$affiliation$as$the$"Band$
Leader".$If$a$character$has$an$"Unknown"$affiliation$they$may$be$elected$by$any$Band.$

RANK.
All$characters$have$any$of$the$following$ranks:$Leader,$Sidekick,$Henchman$or
Free$Agent.$This$rank$determines$your$choices$as$follows:

$You$can$only$include$1$Leader.$This$must$be$the$"Band$Leader"$
$You$can$only$include$1$Sidekick,$unless$you$choose$a$Sidekick$as$"Band$Leader".
$You$can$only$include$1$Free$Agent$every$part$of$150$reputation$points$of$the$Band$total.
$You$can$include$any$number$of$Henchmen.
$You$cannot$include$two$of$the$same$character,$unless$they$are$a$Henchman*.

$-FUNDING.
Many$of$the$characters$have$a$cost$in$$$indicated$on$his$Character$Card$(listed$as$FUNDING),$
representing$the$quality
and$quantity$of$the$equipment$they$carry.$The$total$of$the$Funding$on$all$characters$in$the$
band$plus$extra$equipment$cannot$exceed$he$limit$of$Funding$allowed$for$the$game.$A$Band$
cannot$spend$more$than$$500$per$part$of$150pts$of$Reputation$selected$for$the$game.$.$

23

BMG$rulebook

Sidekicks
You$can$only$include$1$Sidekick,$unless$you$choose$a$Sidekick$as$"Band$Leader".$In$this$case$
you$may$include$a$second$Sidekick.$This$does$not$mean$they$gain$any$of$the$skills,$VP$values$
or$abilites$of$a$"leader".$
Free-Agents.
For$every$part$of$150$Reputation$of$a$band's$total,$a$band$may$recruit$one$Free$Agent,$
adding$their$Reputation$and$Funding$to$the$band's$total.$Only$Free$agents$with$
AFFILIATION$the$same$as$the$LEADER,$or$UNKNOWN$are$permitted.$
STRATEGIES

You$can$choose$from$a$number$of$strategies$to$achieve$your$plans$of$victory.$Each$strategy$has$a$
value$ranging$from$1$to$3.$Players$can$choose$strategies$up$to$a$maximum$value$of$3.$Strategies$
should$be$played$in$the$indicated$phase$(value/phase):
$3/A$Global$Plan$$Before$rolling$for$scenarioa$you$can$choose$the$scenario,$instead$of$a$random$
pick.$If$both$players$choose$this$strategy$they$cancel$each$other.
$2/C$Fast$Advance$a$Play$before$deployment.$This$increases$your$deployment$area$by$10cm.$If$you$
have$two$zones,$increase$each$5cm.$If$both$players$choose$this$strategy$they$cancel$each$other.
$2/C$Ambush$a$Play$before$Deployment.$Deploy$your$entire$Band$after$the$other$player.$If$both$
players$choose$this$strategy$they$cancel$each$other.
$1/C$Patrol$a$Play$during$your$deployment.$You$can$place$a$miniature$10cm$outside$your$
deployment$zone.$If$there$is$no$deployment$zone,$you$gain$+1$to$the$entry$roll$in$the$game$zone.
1/C$Reinforcements$$you$can$wait$till$the$Raise$the$Plan$stage$of$the$second$round$to$deploy$a$
miniature$if$successfully$rolling$a$4+$on$1$die.$You$can$deploy$at$any$edge$of$the$playing$area$which$
does$not$correspond$to$the$enemy$deployment$zone.
$1/B$Maps$$Play$after$rolling$for$Urban$furniture.$You$may$place$either$2$extra$Lamp$posts$or$1$
Manhole.$These$may$not$be$placed$in$the$opponents$deployment$zone
$1/$D$Secret$Objective$a$Play$when$selecting$objectives.$Obtain$1$additional$objective$of$your$choice.$
This$may$only$be$played$once$per$player.
$1/$D$Change$of$plans$a$Play$after$all$objective$markers$are$placed.$Roll$two$dice,$move$an$objective$
as$many$cm$as$the$sum$of$the$roll$in$the$direction$of$your$choice$,one$use$only.$If$both$players$have$
this$strategya$randomly$determine$who$must$move$their$objective$first
$2/?$Informer$a$Cancels$enemy$strategy$at$the$time$it$is$used.$An$Informer$can$cancel$another$
Informer.
$2/E$Early$Bird$a$You$choose$who$takes$the$lead$in$the$first$round$without$taking$any$Counter$from$
the$container.$If$both$players$choose$this$strategy$they$cancel$each$other.
$2/E$Battle$Cry$a$Your$Band$flees$(see$Run$Away)$when$your$Reputation$is$reduced$by$80%$or$more$
of$its$starting$number$of$characters.
$3/C$Perfect$Plan$a$At$the$beginning$of$the$game$add$an$extra$Counter,$for$your$Band,$to$determine$
who$takes$the$lead.

24

BMG$rulebook

Phase-A/-Scenario-Selection.

Roll$a$die$to$see$what$scenario$you$will$play$and$select$from$the$list$below.$You$can$find$the$
complete$rules$for$each$scenario$at$the$end$of$this$section$(see$Scenarios)
1/$Chance$Encounter
2/Plunder
3/$Patrol
4/$Skirmish
5/Securing$the$Area
6/Ambush

25

BMG$rulebook

PHASE-B_-URBAN-FURNITURE
At$the$beginning$of$the$game,$and$before$any$miniature$s$are$deployed,$both$players$
must$generate$and$deploy$alternatively,$Special$Urban$furniture.$Each$each$player$
Generates:$
1D3$Sewer$Markers$.
1D3$Lamp$posts$
Sewers$and$lampposts$should$be$represented$on$30mm$bases$
SEWERS.
Starting$with$the$player$with$more$Sewer$Markers,$players$alternate$to$deploy$sewer$
Markers.$If$there$is$a$draw,$the$players$with$more$miniatures$starts.$
They$can$be$placed$anywhere$in$the$playing$area,$20cm$or$more$from$any$other$sewer$
and$more$than$5cm$from$the$gaming$area$edges.
Entering$and$exiting$the$sewer.
To$enter$or$exit$a$sewer$you$must$spend$2$SC$and$1$MC$(as$payment$for$a$Difficult$
Movement$and$Manipulate$a$manhole$cover).$Furthermore,$in$the$round$a$character$gets$
out$of$a$sewer,$its$basic$BMC$is$reduced$to$0,$so$if$they$want$to$move$they$will$have$to$use$
MC.$A$character$can$enter$a$sewer$any$time$during$their$activation$if$you$are$they$are$in$
contact$with$a$Sewer$Markers$and$pay$the$Counter$costs.$
Remove$the$miniature$from$the$play$area$and$leave$him$visible$to$the$side$as$a$reminder$
that$they$are$still$inside$the$sewer$system.$Only$one$character$per$Band$can$be$in$inside$the$
sewers$at$a$time$and$must$pass$at$least$one$full$round$while$inside.$At$the$next$round$you$
can$pay$again$the$same$Counter$costs$and$activate$the$character$returning$to$the$game$by$
placing$the$miniature$in$contact$with$any$Sewer$Markers.$Place$the$miniature$next$to$a$
Sewer$Markers,$it$can$move$and$attack,$if$they$still$have$Action$Counters.
If$a$player$has$1$or$more$miniatures$in$base$contact$with$a$Sewer$Markers,$the$opposing$
player$cannot$use$it$to$leave$or$enter$the$sewer.$To$block$the$passage$to$a$Big$character$
you$must$have$at$least$2$miniatures$in$contact$with$the$Sewer$Markers.
Note:$A$K.O$character$doesn't$count$to$block$a$Sewer.

26

BMG$rulebook

LAMPPOSTS.
At$the$beginning$of$the$game,$and$before$any$miniatures$are$deployed,$both$players$
must$deploy$alternatively,$1D3$Lamppost$Markers$(each$player).$Start$with$the$player$with$
more$Lamppost$Markers,$if$there$is$a$draw$the$player$with$more$miniature$starts.$They$can$
be$placed$anywhere$in$the$playing$area,$20cm.$or$more$from$any$other$Lamppost$Markers$
and$more$than$5cm$from$the$edges.
The$lampposts$light$a$10cm$(radius)$circle.$Players$should$consider$that$light$does$not$
pass$through$solid$obstacles$(walls,$fences,$containers,$etc.)$and$must$decide$the$shade$
areas.$The$Lamppost$Markers$can$be$the$target$of$a$Ranged$Attack;$they$have$a$Defence$
value$of$2.$
If$they$receive$a$Damage$Marker$remove$it$from$the$game.$Remember$they$can$be$
Damaged$by$Crossfire$rule.

27

BMG$rulebook

PHASE-C/-BAND-DEPLOYMENT
Both$players$have$to$divide$their$Band$into$two$groups$of$equal$number$of$miniatures$if$
possible.$Toss$a$coin$to$decide$who$deploys$first.$First$player$chooses$a$deployment$area$
and$places$on$it$all$the$miniatures$of$one$of$their$groups.$Then$the$other$player$places$the$
miniature$of$one$of$their$groups$in$the$opposing$deployment$area.$
First$player$places$miniatures$from$the$other$group$and$then$the$second$does$the$same.$
Some$scenarios$may$vary$this$order$or$have$several$areas$of$deployment;$these$rules$are$
indicated$in$each$scenario.$The$miniatures$should$be$placed$entirely$within$the$
corresponding$area,$but$may$be$"Crouched".
Models$with$the$hidden$or$undercover$trait$do$not$deploy$in$this$stage,$they$deploy$
after$Stage$D$(objectives)a$If$both$players$have$a$hidden$or$undercover$charactera$
randomly$determine$who$must$place$theirs$first.

28

BMG$rulebook

PHASE-D/-OBJECTIVES

There$are$four$types$of$objectives,$represented$by$Markers,$players$must$choose$3$of$them$
but$cannot$repeat$its$type.$The$player$that$first$deployed$his$Band$places$one$of$his$
objectives,$players$take$turns$until$all$the$objectives$are$placed.
The$objectives$must$normally$be$placed$in$the$deployment$area$of$the$enemy,$but$this$can$
vary$depending$on$the$objective$type$or$the$chosen$scenario.$The$objectives$must$be$placed$
at$least$5cm$away$from$any$edge$of$the$playing$area$or$another$object.
All$objectives$must$be$placed$on$the$"ground$floor"$of$the$play$surface,$so$it$is$accessible$to$
walking$characters.$
The$Objective$Markers$can$never$be$removed$from$the$playing$area.$Cannot$be$placed$
inside$sewers$or$enter$them,$if$a$character$carrying$an$objective$enters$the$sewers$the$
objective$must$stay$outside.$Never$can$be$placed$within$10cm$distance$of$the$own$
deployment$area.
CONTROLLING-OBJECTIVES.
To$control$an$objective$there$must$be$at$least$one$miniature$in$base$contact$with$it,$and$no$
other$enemy$miniatures$in$contact$with$that$miniature$or$objective.$Only$take$into$account$
the$position$of$the$miniatures$at$the$end$of$the$round$in$the$casualty$phase.$To$control$an$
objective$only$count$the$characters$that$are$not$K.O.
Each$round,$each$objective$provides$to$the$player$who$placed$it,$a$number$of$Victory$Points$
or$VP$if$they$control$it.$Some$objectives,$like$Loot$and$Enigmas,$can$provide$VP$to$the$
enemy.

29

BMG$rulebook

LOOT-(1VP-to-the-controling-player).Loot$Markers$can$be$deployed$20cm$from$the$enemy$deployment$zone$(in$neutral$zone).$
Loot$can$be$carried$by$the$characters;$to$take$the$Loot$you$must$Manipulate$the$objective.$
Whenever$you$want$to$move,$carrying$the$Loot,$you$must$spend$1$MC.$You$can$drop$it$any$
time$and$Loot$can$be$Stolen$like$a$weapon..$If$a$character$carrying$a$Loot$Marker$becomes$
K.O$or$a$Casualty,$or$enters$the$SEWERS,$place$the$Loot$Marker$in$base$contact$with$the$
character$where$they$are$K.Od$or$prior$to$removing$them$as$a$casualty.
ENIGMA$(variable-VPs-to-the-player-that-solves-it).
Enigma$Markers$can$be$deployed$20cm$from$the$enemy$deployment$zone$(in$neutral$zone).$
To$solve$an$Enigma$you$must$Manipulate$the$objective$and$declare$that$you$want$to$try$to$
solve$it.$Ask$the$opposing$player$to$say$a$number$from$1$to$6$and$roll$a$die.
$If$the$result$is$equal$to$that$number,$you$solve$the$Enigma$winning$3$VP.
$If$the$result$differs$by$one,$the$Enigma$remains$one$more$round$in$play$and$may$retry$to$
solve$it$later.
$If$the$difference$is$greater$than$1,$get$1$VP.$
aIf$the$opposing$player$solves$it,$they$only$obtain$1VP,$the$other$results,$the$Objective$
Marker$remains$in$game.
When$an$Enigma$gives$VP$to$a$player$remove$it$from$the$game.$
AMMO-CRATES-(3VP-to-the-player-that-placed-it,-if-they-control-it).
Ammo$Crate$Markers$are$considered$Small$Obstacles$and$Objectives.$If$an$activated$
character$(belonging$to$either$player)$is$adjacent$to$an$Ammo$Crate$Marker,$you$can$
Manipulate$and$take$an$"Ammo$Magazine".$A$character$can$only$Manipulate$an$Ammo$Crate$
Marker$once$per$round.
TITAN-CONTAINER$(2VP-to-the-player-that-placed-it,-if-they-control-it).
The$Titan$Container$Markers$are$considered$Small$Obstacles$and$Objectives.$If$an$activated$
character$(belonging$to$either$player)$is$adjacent$to$a$titan$container,$you$can$Manipulate$
and$take$a$"Titan$Dose".$A$character$can$only$Manipulate$a$Titan$Container$once$per$round.
TITAN-DOSE-(one$use$only).
If$a$character$has$a$Titan$Dose$they$may$use$it,$in$the$Raise$a$Plan$phase,$to$add$1$to$all$
values$of$its$Basic$Skills$until$the$end$of$the$round.$A$character$can$only$take$one$Titan$Dose$
during$the$game,$because$a$second$will$kill$him.

30

BMG$rulebook

PHASE-E/-BEGIN-PLAY

Right,$you$should$now$be$in$a$position$to$start$playing$Batman$Miniature$Game.$When$you$
run$out$of$turn$counters,$the$game$ends.$
END$GAME.
The$game$ends$at$the$end$of$the$round$indicated$in$the$scenario$rules,$when$a$character$
must$draw$a$counter$from$the$raise$the$plan$bag$and$cannot$because$it$is$empty,$or$when$
a$Band$Runs$Away.$
RUN$AWAY.
At$the$end$of$a$round,$when$the$"Reputation"$of$a$Band$is$reduced$by$70%$or$more$counting$
casualty$and$K.O$characters,$that$Band$player$must$choose$a$standing$character$and$
immediately$take$a$Motivation$Roll.$If$you$pass$it,$you$may$continue$playing$another$round,$
otherwise$the$Band$flees$and$the$game$ends$immediately.
When$a$Band$flees,$the$opposing$player$takes$as$many$VP$as$many$rounds$remain$to$play,$
unless$both$sides$Run$Away$in$the$same$round.
WINNING$THE$GAME$AND$VICTORY$POINT$COUNT.$
The$winner$is$the$player$with$most$VP$at$the$end$of$the$game.
At$the$end$of$each$round,$in$the$Casualty$Phase,$players$must$add$the$obtained$VP$by$
Objectives$and$Casualties.$When$the$game$is$over$sum$all$VPs$obtained$in$each$round$to$
find$the$winner.
Casualties$and$first$K.O$VPs.
Only$occur$on$the$turn$a$K.O$or$casualty$is$achieved,$they$are$not$cumulative.$If$a$character$
is$K.O$a$second$or$further$time,$no$extra$VP$are$scored.
RANK
CASUALTY
K.O
LEADER$OR$BAND$LEADER 6VP
4VP
SIDEKICK
FREE$AGENT
HENCHMAN

4VP
4VP
2VP

2VP
3VP
1VP

31

BMG$rulebook
1-_-Chance-EncounterThe$bands$cross$the$city$towards$a$special$mission.$They$suddenly$encounter$and$the$battle$
begins...$
Scenario$Special$Rule:$
Game$length:$8$rounds$(Take$the$Lead:$4$counters$per$player).
Deployment:$
All$the$miniatures$begin$outside$the$playing$area.$At$the$beginning$of$the$round,$roll$a$die$
per$each$miniature,$place$the$miniatures$in$the$edges$following$the$die$result$(see$image).
a$With$a$6,$you$can$choose$the$edge.$
a$With$a$1$result,$the$miniature$must$try$again$in$the$next$round.
Objectives:$
All$the$objectives$must$be$placed$in$the$central$zone$wich$is$considered$the$enemy$objective$
deployment$zone.
Bonus$VPs:$
aHurry$up,$take$it$all!!!$
3VP$to$the$first$player$who$controls$one$of$his$own$objectives$(if$both$players$do$it$in$the$
same$round$1VP$per$player).
aFirst$Strike!!$
1VP$for$the$first$player$who$KOs$an$enemy.
2-_-Plunder
Two$bands$struggle$trying$to$recover$a$supply$shipment...$which$side$will$get$all$the$loot?
Scenario$Special$Rule:$
aGame$length:$6$rounds$(Take$the$Lead:$3$counters$per$player).
Deployment:$
Each$player$deploys$in$one$of$the$two$zones.
Objectives:$
All$the$objectives$must$be$deployed$in$the$central$zone$(see$image).$This$zone$is$considered$
the$enemy$objective$deployment$zone.
Bonus$VPs:$
aThe$more$the$better!!!
4$PVs$to$the$player$who$controls$2$objectives$at$the$same$time$in$the$Objective$Control$Stage$
(0VP$if$both$players$do$it$in$the$same$round).
aIts$Mine!!!
1VP$to$the$player$who$controls,$in$the$last$round,$one$of$his$own$objectives.$

32

BMG$rulebook
3-_-Patrol
Bands$patrol$their$territorial$borders$to$detect$enemy$intruders.$
Scenario$Special$Rule:$
aGame$length:$6$rounds$(Take$the$Lead:$3$counters$per$player).
Deployment:$
Each$player$deploys$the$miniatures$in$his$zone$(see$image).
Objectives:$
Follow$the$normal$rules.
Bonus$VPs:$
aDiversion...
3$VP$if$a$miniature$(the$Band$Leader$doenst$count)$is$in$the$enemy$deployment$zone$at$the$
end$of$the$game.
aLets$make$some$noise...$
1$PV$to$the$first$player$who$Strkes$the$enemy.
4-_-Skirmish
Two$bands$fight$to$test$who$is$best.$
Scenario$Special$Rule:$
aGame$length:$6$rounds$(Take$the$Lead:$3$counters$per$player).
Deployment:$
Each$player$deploys$in$the$indicated$zone$(see$image).
Objectives:$
Follow$the$normal$rules.
Bonus$VPs:$
aBring$me$their$leaders$head!!!
3VP$if$the$Band$Leader$is$KO$or$casualty$at$the$end$of$the$game.$
aSend$them$to$the$hospital!!!$
2VP$if$the$casualties$of$your$enemy$sum$50%$or$more$of$the$total$band$reputation$at$the$
end$of$the$game.
5-_-Securing-the-Area
You$must$control$this$territory,$at$any$cost.$
Scenario$Special$Rule:$
Game$length:$8$rounds$(Take$the$Lead:$4$counters$per$player).

33

BMG$rulebook
Deployment:$
Each$player$must$deploy,$at$least$one$Group,$in$each$of$his$deployment$zones$inidicated$in$
the$image.
Objectives:$
Each$player$must$place,$at$least,$one$objective$in$each$of$the$enemy$deployment$zones,$and$
another$one$in$the$central$zone.
Bonus$VPs:$
aHurry$up,$take$it$all!!!$
3VP$to$the$first$player$who$controls$one$of$his$own$objectives$(if$both$players$do$it$in$the$
same$round$1VP$per$player).$
aSend$them$to$the$hospital!!!$
2VP$if$the$casualties$of$your$enemy$sum$50%$or$more$of$the$total$band$reputation$at$the$
end$of$the$game...
6-_-Ambush
Your$band$has$been$attacked$by$surprise$....
Scenario$Special$Rule:$
aGame$length:$4$rounds$(Take$the$Lead:$4$counters$per$player).
Deployment:$
aBand$A$will$be$the$band$with$more$miniatures$and$must$deploy$one$group$in$each$of$his$
zones.$If$both$bands$have$the$same$number$of$miniatures$toss$a$coin$to$decide$wich$band$is$
A.
Objectives:$
a$Band$B$must$place,$at$least,$one$objective$in$each$of$the$enemy$deployment$zones
Bonus$VPs:$
aBring$me$their$leaders$head!!!
3VP$if$the$Band$Leader$is$KO$or$casualty$at$the$end$of$the$game.$
aFirst$Strike!!
1VP$for$the$first$player$who$KOs$an$enemy.

34

BMG$rulebook

-Character-Traits
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$a$rule$does$not$specify$when$it$can$be$used,$it$is$always$in$the$characters$turn,$unless$
is$a$passive$rule,$which$can$be$be$played$during$the$opponents$turn.
ACROBAT.
The$BMC$of$this$character$is$12cm,$their$JC$is$equal$(not$half)$the$MOVEMENT$spent.$the$
character$does$not$need$to$spend$any$extra$MC$to$move$through$a$Difficult$Obstacle$or$
terrain,$Jump$or$Get$Up$and$can$move$through$other$characters.$Characters$with$Acrobat$
also$have$the$special$rule$Dodge.
ADAPTABLE.
At$the$beginning$of$the$Raise$the$Plan$phase,$you$must$choose$between$Attack,$Defence$
or$Move$abilities,$until$the$end$of$the$round$the$model$receives$+1$to$the$chosen$ability.
AFFINITY$to:$(character).
This$character$can$be$recruited$as$a$Free$Agent$by$the$Band$of$the$indicated$Affinity:$
character$even$if$it$has$the$Leader$or$Sidekick$rank.$They$become$a$Free$Agent$for$all$
abilities$and$purposes$in$this$case
AGGRESSIVE$SCHIZOPHRENIA.$(Mental$disorder):
During$this$characters$activationa$it$must$move$directly$towards$the$closest$miniature$
(friend$or$foe).$This$character$must$also$attack$the$closest$character$(friend$or$foe)$if$it$can.
AIR$SUPPORT$(3SC).
Place$an$Explosive$Template$(Circular)$anywhere$on$the$table.$For$this$round$the$area$
affected$by$the$template$is$considered$under$the$effect$of$Light.
AMPHIBIOUS.
This$character$does$not$spend$MC$to$move$through$Difficult$Terrain$water.

35

BMG$rulebook

ARREST$(1MC$+$1SC).
If$you$are$in$base$contact$with$a$KO$character$you$may$remove$it$from$game$as$Casualty.
BATaARMOR$Mk1.
Roll$a$die$for$each$hit$received,$a$result$of$5$+$ignores$the$Impact.
BATaARMOR$Mk2.
Roll$a$die$for$each$hit$received,$a$6$result$ignores$the$Impact.
BAT$CAPE$(1SC).$
Spending$1SC$prevents$damage$or$being$knocked$down$from$a$Jump$or$Fall.$This$can$be$
used$as$a$Passive$rule.
BATCLAW$(1SC$+$1MC).$
This$character$can$move$to$a$point$up$to$30cm$away.$Draw$a$straight$line$between$the$
characters$starting$position$and$finishing$position,$this$line$must$be$free$of$obstacles$and$
not$go$through$any$solid$terrain$element.$This$movement$can$pass$through$any$gap$that$
would$fit$the$characters$volume.$
You$must$be$able$to$stand$the$character$at$its$end$point.$This$movement$spends$all$the$
characters$BMC,$however,$you$can$still$use$MC$to$move$as$usual$before$or$after$this$
movement.
BIPOLAR$(Mental$Disorder).$
Roll$a$die$or$flip$a$coin$at$the$start$of$this$character's$activation,$if$the$result$is$even/
heads$this$character$gets$1$extra$Action$Counter,$if$it$is$odd/tails$it$loses$one.
BLOODTHIRSTY$(Mental$disorder).
At$Raise$Plan$Phase$if$this$character$has$a$Damage$Marker,$he$gains$1$Free$AC.$(This$AC$
count$for$the$maximum$of$the$character$can$award$to$Attack$Ability).
BODYGUARD$(1SC$Passive).$
If$a$Leader$or$Sidekick$receives$an$impact$(of$any$kind),$while$within$5cm$of$a$character$
with$Bodyguard,$the$Bodyguard$receives$the$impact$instead.
BRUTAL.
This$character$allows$you$to$rearoll$the$Collateral$Damage$die$with$attacks$they$make,$
but$you$must$accept$the$second$result.

36

BMG$rulebook

BULLETPROOF$VEST.
Firearms$Weapons$require$a$4+$to$damage$this$character,$instead$2+.
CANNIBAL.
If$at$any$time$during$your$turn$this$character$is$in$base$contact$with$a$KO$character$
(friend$or$foe)$you$must$perform$a$Motivation$roll.$If$you$succeed$you$play$your$turn$
normally,$if$not$the$character$must$spend$2$Action$Counters$to$devour$the$KO$character$
immediately.$If$you$dont$have$enough$counters$this$character$must$remain$stationary$until$
his$next$turn$to$try$to$devour$the$KO$character$again$provided$only$if$the$KO$character$is$in$
base$contact$with$the$Cannibal.$A$Devoured$character$is$removed$as$Casualty.
CATCHER$GEAR.
Catcher$Gear$cancels$the$weapon$rule$Tough$if$a$character$wearing$it$is$hit$with$such$a$
weapon.
CHARISMATIC.
Your$Band$can$align$1$Free$Agent$for$every$100$reputation$points,$instead$150.
CLAWS.
This$characters$Unarmed$attacks$produce$damagea$Blood+Stun$(

$)$.

CLIMBING$SHOES.$
This$character$does$not$need$to$spend$MC$to$Climb$and$this$movement$is$not$considered$
Disabled.$Also,$if$you$spend$1SC$you$can$finish$your$movement$at$any$point,$even$on$the$
side$of$a$wall;$clearly$indicate$where$the$character$will$be$positioned$on$a$wall.
COMBO$With:$Weapon.$
For$every$2AC$spent$using$the$COMBO:$Weapon$this$character$gets$3$Strikes.(these$may$
be$distributed$on$different$targets)
COMMISSIONER.
This$character$can$use$the$Rule$Arrest$paying$only$1MC$(remove$a$KO$model$as$a$
casualty).
CONFUSION$(2SC).
Once$per$turn$you$can$choose$an$enemy$character$which$this$character$can$See$and$is$
within$20cm.$Reduce$the$target$characters$Attack$and$Defense$by$1$and$they$cannot$use$SC.$
These$effects$last$until$the$end$of$the$turn.

37

BMG$rulebook

CONTROL$PHEROMONES$(3SC).
You$can$choose$an$enemy$character$which$this$character$can$See$and$is$within$10cm,$
The$Target$suffers$the$Effect$Hypnotized.
COUNTER$ATTACK$(1SC)$(Passive).$
During$this$Activation$,$for$each$Hit$this$character$successfully$Blocks,$this$character$can$
make$one$Strike$against$his$attacker.$This$counterablow$or$shot$is$considered$simultaneous$
to$the$attack.
CRIMINAL.$
The$first$time$this$character$achieves$a$KO$or$Casualty$on$an$enemy$character$it$receives$
+1$Willpower$until$the$end$of$the$game.
DETECTIVE.
For$each$Detective$character$you$have$in$your$Band,$you$can$cancel$an$opponents$Pass$
at$the$beginning$of$each$round.
DIRTY$FIGHTER.
This$characters$ranged$weapons$have$the$rule$Light$(may$be$fired$while$an$enemy$is$
within$5cma$but$RoF$1).
DISARRAY$(1SC).
Once$per$turn,$this$character$can$reposition$two$action$tokens$on$an$enemy$character$
which$he$can$See.
DISCOURAGE$(2SC).
Once$per$turn,$this$character$can$reduce$the$Willpower$of$an$enemy$character$which$he$
can$See$by$2.$This$effect$last$until$the$end$of$the$Raise$Plan$Phase$of$the$next$round.
DISTRACT$(1SC).
Once$per$round,$you$can$choose$a$character$that$this$character$can$See$and$is$within$
10cm.$The$targeted$character$reduces$his$Defense$1$point$until$the$end$of$the$round.$This$
effect$doesn't$stack.
DODGE$(Passive).$
You$can$use$MC$to$avoid$Ranged$Attack$Impacts.$Each$MC$spent$allows$an$Agility$roll,$
each$success$cancels$an$Impact.

38

BMG$rulebook

ELITE:$Type.$
Your$Band$can$only$include$1$Elite$character$of$each$Type.
ELITE$BOSS:$Type.
Your$Band$can$align$any$number$of$Elite$characters$of$the$type$indicated.
ELUSIVE$(1MC$Passive).$
Spend$1MC$to$get$+1$to$Defense$against$Ranged$Attacks.$This$effect$doesn't$stack.
EXPERT$MARKSMAN$(1SC).
This$characters$targets$have$a$a1$penalty$to$Blink!$rolls.This$effect$doesn't$stack.
EXPLOSIVE$GEL.
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$1SC.
FAST.
Can$rearoll$the$MC$used$to$move.$You$must$accept$the$second$result.
FLARE.
If$you$Manipulate$a$Flare,$all$the$playing$area$will$be$under$the$effect$of$Light$till$the$end$
of$round.
FOLLOW$ME!$(1SC).
Aligned$Henchmen$within$10cm$of$this$character$get$1MC.$This$can$be$used$once$per$
turn.
FOOTBALL$GEAR.
Football$Gear$cancels$Sharp$and$Tough$if$a$character$wearing$it$is$hit$with$such$a$
weapon
GOOD$AIM$(1SC).
This$character$ignores$the$Aim$rule$with$his$ranged$weapons.
GUNMAN.$(1SC)
One$time$per$round,$this$character$can$attack$2$times$in$a$turn$with$ranged$weapons.$
Each$attack$must$be$paid$in$AC.

39

BMG$rulebook

HANDYMAN.
This$character$does$not$have$to$spend$MC$to$Manipulate.
HARDENED.
The$first$Blood$Damage$Marker$( )$this$character$receives$each$round,$becomes$a$stun$
Damage$Marker$( $).
HATES:$Band/s
This$character$may$not$be$aligned$with$the$specified$Band/s.
HENCHMAN$(rank).
You$can$include$any$number$of$Henchmen$in$your$Band.$All$Henchmen$can$use$the$
special$rule;$Lets$Go!.
Some$Henchmen$can$be$aligned$more$than$once$in$the$same$Bands,$this$will$be$
indicated$with$a$*$next$to$Henchman$rank.
HIDDEN.
This$character$can$be$deployed$anywhere$in$the$playing$area$(after$objectives$are$
deployed),$but$always$more$than$10cm$from$any$objective.
HOCKEY$GEAR.
Hockey$Gear$cancels$Sharp$if$a$character$wearing$it$is$hit$with$such$a$weapon.
IMMORTAL.
Removing$this$character$as$Casualty$grants$VP$as$if$he$was$KO.
INFORMER.
You$can$Pass$one$more$time$in$the$Execute$the$Plan$phase.
INSENSITIVE.
This$character$does$not$reduce$Action$Counters$if$he$accumulates$Damage$Markers.
INSPIRE$(1SC).
All$Henchmen$of$his$Band$and$within$10cm$of$this$character$receive$1$Action$Counter$
you$can$assign$to$the$basic$ability$you$want.$This$can$only$be$used$once$per$round.

40

BMG$rulebook

JUDGMENT.$
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.
KAOS$AGENT.
At$the$beginning$of$the$game$remove$1$opponents$die$or$counter$from$the$bag$or$
container$you$use$to$Take$the$Lead.$This$subtraction$can$make$the$game$end$before$the$
established$minimum$number$of$rounds.
All$the$Henchmen$receive$the$Trickster$Trait.
KEVLAR$VEST.
Reduces$the$Damage$Markers$whenever$you$receive$damage$by$1,$to$a$minimum$of$1.
KILL$THEM!$(1SC).
All$Henchmen$of$this$characters$Band$and$within$10cm$of$this$character$get$1$AC.$This$
can$be$used$once$per$turn.$
LANTERN$(1SC).
If$not$in$contact$with$an$enemy,$can$illuminate$(see$Light)$an$area$of$10cm$diameter$
around$him$until$the$end$of$the$round.
LARGE/BIG.
These$characters$are$usually$twice$the$size$of$a$standard$human,$so$they$are$mounted$
on$a$bigger$than$normal$base$and$have$the$following$special$rules.$
Big$characters$BMC$is$12cm.$In$Falls$and$Springs$into$the$Air$they$only$receive$damage$
for$every$10cm$difference$with$its$JC,$instead$of$every$5cm.$It$cannot$be$Pushed$or$Grabbed$
and$cannot$be$Knocked$Down$(KO),$except$by$the$attacks$and$weapons$labelled$Big.$
Big$characters$suffer$a$a1$on$all$Blink!$rolls.$Big$characters$also$have$the$special$rules$
Resilient$and$Charge.
LASER.
When$this$character$Manipulates$a$Laser,$if$you$can$draw$an$interrupted$straight$line$to$
another$character$(he$must$See$the$target$character).$,$the$targeted$character$is$under$the$
effect$of$Light$until$the$end$of$the$round.
When$this$straight$line$becomes$interrupted$the$target$won`t$be$under$the$effect$on$
Light.

41

BMG$rulebook

LEADER$(Rank).
You$can$only$include$1$Leader$in$a$Band$and$the$character$must$always$be$the$Band$
Leader.$A$Leaders$Band$Henchmen$within$10cm$can$use$the$rule$Lets$go!$without$
spending$SC.$Leaders$gain$Inspire$and$to$rearoll$a$Willpower$roll,$you$must$accept$the$
second$result.
LETS$GO!$(1SC$Passive).
When$a$Henchman$from$the$same$Band$ends$its$turn,$roll$a$die.$If$you$get$a$4+$another$
Henchmen$from$the$same$Band$that$has$not$yet$activated$and$has$Lets$Go!$activates$without$
giving$the$opposing$player$the$ability$to$activate$one$of$his$characters.
If$you$use$Lets$Go!$consecutively$by$several$Henchmen,$you$should$increase$the$
difficulty$of$the$roll$by$1$per$each$use,$after$the$first$time,$second$attempt$succeeds$on$a$5+;$
third$and$subsequent$attempts$need$a$6.
LORD$OF$BUSINESS.
A$Band$led$by$this$character$has$$500$more$to$create$the$Band$and$may$take$Objective:$
Loot$twice.
LORD$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.$His$Band$generates$1$extra$Sewer$Marker.
LUCK$(1SC).$
Spending$1SC$can$force$a$rearoll$any$roll$that$affects$the$character$directly,$including$
Impact$rolls$against$him.$You$must$accept$the$second$result.
MARTIAL$ARTIST.
This$character$ignores$the$Numerical$Inferiority$rule.
MASTER$FIGHTER.
This$character$receives$a$+1$on$Impact$rolls$when$Unarmed.
MASTER$MARKSMAN.$
Can$rearoll$Impact$rolls$of$his$Ranged$Attacks.$You$must$always$accept$the$second$result.

42

BMG$rulebook

MASTERMIND.
At$the$beginning$of$the$game$add$1$die$or$counter$of$your$Band$to$the$bag$or$container$
you$use$to$Take$the$Lead.
MOB.
All$Henchmen$of$the$Band$of$this$character$get$a$+1$to$the$roll$of$the$rule$Lets$Go!
MOBSTER.
When$attacking$a$character$who$is$suffering$Numerical$Inferiority$in$close$combat,$this$
character$gets$an$extra$stike$against$the$outnumbered$character.
NIGHT$VISION.
This$character$can$See$at$any$distance.
OBSESSIVE$(Mental$Disorder).$
When$this$character$attacks$an$enemy$character,$it$must$continue$attacking$him$(cannot$
change$target)$until$he$KOs$the$character.$This$character$also$gets$+1$to$Strength$against$
the$enemy$character.
ONEaARMED
This$character$has$a$a1$penalty$to$Block$rolls.
ONE$SHOT$GUN$(2AC$+$2SC).
Once$per$game,$instead$of$attacking,$this$character$can$choose$an$enemy$character$that$
he$can$See$within$20cm.$The$targeted$character$receives$an$automatic$hit$Strength$+2,$
damage$3$Blood$(
)$and$CRT:$Casualty.
ORDER$(1SC).
This$character$can$use$Order$on$a$friendly$character$it$can$See,$the$chosen$character$can$
immediately$reposition$up$to$2$Action$Counters.$It$can$only$be$used$once$per$turn.
PARANOID$(Mental$Disorder)$
At$Raise$Plan$Phase$if$this$character$has$a$Damage$Marker,$he$gains$1$Free$DC.$(This$DC$
count$for$the$maximum$of$the$character$can$award$to$Attack$Ability).$

43

BMG$rulebook

PERSUASIVE$(1SC$+$1AC).
If$this$character$can$See$an$enemy,$at$the$end$of$this$characters$turn,$he$can$force$the$
enemy$character$targeted$to$be$the$next$to$activate,$only$if$the$targeted$character$hasnt$
activated$yet.
PICKPOCKET.
If$this$character$uses$Manipulate$while$in$base$contact$with$a$KO$character$he$can$Steal$
(gain$a$weapon$or$item$from$the$target)
POISON$MASTER.
To$remove$Poison$tokens$inflicted$by$this$character$you$must$roll$3$dice$instead$of$2$
removing$the$lowest$result.
POWER$ARMOR.
Ignore$the$first$3$Damage$Markers$received$after$which$it$cannot$be$used$again$until$
repaired.$During$the$Casualties$Phase,$Instead$of$making$a$Recovery$Roll$you$can$use$2SC$to$
repair$the$armor,$making$it$operational$again.$
This$armor$is$vulnerable$to$Fire,$so$each$Fire$Marker$received$causes$damagea$2$blood$
( ).
PUZZLE$MASTER.
The$Riddler$always$wins$3$VP$when$trying$to$solve$an$Enigma$Marker.$The$enemy$cant$
rearoll$their$attempt$when$they$fail$to$solve$an$Enigma.
PRIMARY$TARGET:$Type.
Before$starting$the$game,$you$must$choose$1$Objective$of$the$indicated$Type.$If$this$
character$controls$it,$it$gets$1$additional$VP.
PSYCHO.
This$characters$Willpower$never$changes$under$any$circumstance$or$rule.$This$does$not$
affect$AC$lost$from$damage$taken
PSYCHOLOGIST.
This$character$automatically$solves$the$Enigma$objectives$without$rolling$the$dice.$He$
can$also$play$Psychoanalysis.$
$Psychoanalysis$(1SC):$Cancels$all$the$special$rules$called$Mental$Disorder$of$any$
character$he$can$See$within$20cm.

44

BMG$rulebook

RAPID$FIRE$(1SC).
When$using$a$ranged$weapon$this$character$gets$+1$Rate$of$Fire,$even$in$a$turn$he$
moves.You$can$use$this$rule$one$time$per$round.
REFLEXES.
This$character$can$rearoll$failed$Agility$rolls,$but$must$accept$the$second$result.
REINFORCED$GLOVES.
This$characters$Unarmed$attacks$produce$damagea$2$Stun$(

$).

RESILIENT.
This$character$can$rearoll$failed$Endurance$rolls,$but$must$accept$the$second$result.
RETRACTABLE$CLAWS.
This$characters$Unarmed$attacks$produce$damagea$Blood$+$Stun$(
considered$Sharp$(reroll$failed$damage).

$)$and$are$

RUNAWAY.
This$character$is$immune$to$the$Arrest$Trait.
SCHEMING$(''X'').
If$this$character$is$in$the$Band$that$Raises$the$Plan$first,$you$can$always$make$X$number$
of$characters$Raise$their$Plan$after$the$enemy.
SCIENTIFIC.
This$characters$Special$characteristic$is$4$instead$of$3.$If$this$character$is$removed$as$a$
casualty,$he$is$worth$one$additional$VP.
SEARCHER.
Before$starting$the$game$subtracts$1$Strategy$point$from$your$opponent$(see$Strategies$
Section).
SHOOTER.$
This$character$ignores$1$Blink!$with$each$shot,$the$Shooter$must$chose$which$is$ignored$
before$rolling.

45

BMG$rulebook

SIDEKICK$(Rank).$
You$can$only$include$1$Sidekick,$unless$you$choose$a$Sidekick$as$Band$Leader.$In$this$
case$you$may$include$a$second$Sidekick.$Henchmen$of$his$Band$within$20cm$of$this$
character$may$reroll$the$rule$Lets$go!.
SMALL.
This$characters$BMC$is$8cm$and$receives$+1$on$Blink!$rolls.
STEALTH.$
Enemies$can$only$See$this$character,$if$he$is$within$20cm.$He$can$still$be$Seen$by$other$
rules$like:$Light,$Total$Vision$or$Superior$Smell...
STOP!$/HALT!$(1SC$Passive).$
Using$this$ability$interrupts$the$activation,$and$prevents$the$use$of$MC,$to$an$enemy$
character$he$can$See.
STRATEGIST$/$GRAND$STRATEGIST.$
Gets$1/2$additional$Strategy$points$at$the$beginning$of$the$game$(See$Strategies$
Section).
STREET$GUY.$
This$character$can$use$Crouch$without$spending$SC.
STUPID.$
This$character$cannot$Manipulate$under$any$circumstance.
STURDY.$
This$character$loses$1$Action$Counter$for$every$3$Damage$Markers$received$instead$of$2.
SUPERIOR$SMELL$(1SC).$
This$character$doesnt$need$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$Blindness$effect.
SUSTAINED$DEFENSE.
This$character$receives$3$Block$dice$for$every$2DC$spent$against$an$attack.

46

BMG$rulebook

TAKE$COVER!$(1SC).
Henchmen$in$this$characters$Band$within$10cm$receive$1DC.$This$can$only$be$used$once$
per$turn.
TENSION.
This$character$receives$+1$to$his$Attack$and$Defence$values$when$he$has$at$least$1$
Damage$Marker.
TIRELESS.
This$character$can$Run$by$spending$only$1SC.
TITAN$ADDICT.
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$Container$Marker,$he$
must$move$all$the$characters$available$movement$in$a$straight$line$to$the$Titan$Container$
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$will$kill$him.
TOTAL$VISION.
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.TOUGH$SKIN.
In$damage$rolls$against$this$character,$always$subtract$a1$from$the$result.
TRICKSTER.
At$the$beginning$of$this$character$turn$can$reposition$his$Action$Counters.
TRUE$LOVE:$Character.
If$the$True$Love:$character$and$this$character$are$in$the$same$Band$and$the$True$Love:$
character$is$removed$as$a$casualty,$then$this$character$gains$+1$Willpower$and$+1$Attack$
until$the$end$of$the$game.
UNDERCOVER.
This$character$can$deploy$up$to$20cm$outside$the$deployment$area.

47

BMG$rulebook

UNPREDICTABLE.
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.
VETERAN.
At$the$start$of$his$turn$this$character$can$reallocate$2$of$his$Action$Counters.
WEAK.
This$character$loses$1$Action$Counter$for$each$Damage$Marker$accumulated$rather$than$
every$2$Damage$Markers.
WEAPON$MASTER.
This$character$receives$+1$on$Impact$rolls$when$they$are$not$Unarmed.

48

BMG$rulebook

Special-Attacks
*$These$special$attacks$are$considered$Traits$under$all$circumstances*
During$their$turn,$characters$can$attempt$to$make$a$single$Special$Attack$against$one$
enemy$(if$they$would$have$more$than$one$as$an$option).$This$attack$must$be$declared$
before$rolling$any$dice,$but$can$be$done$before$or$after$other$normal$attacks.$Special$Attacks$
usually$modify$the$effects$of$the$normal$attacks,$so$if$you$perform$a$Special$Attack$against$a$
character,$you$may$not$Strike$him$again,$unless$otherwise$specified.$
To$perform$these$attacks$you$must$meet$all$the$requirements$and$Action$Counter$costs.$
Many$of$them$must$be$made$Unarmed$or$with$a$particular$weapon,$if$nothing$is$inidicated$
you$can$choose$do$it$with$any$weapon$or$Unarmed.
360$ATTACK$With:$(1SC$+1AC).$
This$Special$Attack$allows$the$character$to$attack,$for$free,$all$characters$within$3cm.$
You$can$only$do$it$once$per$turn,$but$before$or$after$this$Special$Attack$you$can$attack$
normally.
CHARGE$(1MC$+$1SC).
When$using$this$Special$Attack;$The$character$must$move$in$a$straight$line,$while$
performing$this$move$they$can$Strike$(or$Push$without$spending$SC)$any$characters$in$their$
path,$displacing$them$just$enough$to$pass.$At$the$end$of$the$movement$he$can$attack$
normally.
DEADLY$STRIKE$With:$(1SC).$
When$hitting$an$enemy$character$and$using$this$Special$Attack$this$character$receives$
CRT:$Casualty.
DEVASTATING$BLOW$(1SC$).$
When$attacking$an$enemy$character$they$receive$+1$to$Damage$rolls.
ELECTRIC$STORM$(3SC+1AC).
When$using$this$Special$Attack;$Centre$the$explosion$template$on$this$character,$all$
characters$partially$or$totally$under$the$template$(except$the$attacking$character)$receive$
one$Impact$at$Strength$+4$and$Damagea$2$stun$($
$).$You$can$only$use$Electric$Storm$one$
time$per$activation,$but$you$can$attack$normally$before$and/or$after$this$Special$Attack.

49

BMG$rulebook

LETHAL$BLOW$(1SC).$
If$you$damage$an$enemy$character,$that$character$also$suffers$the$SHOCK$Effect.$(A$
shocked$character$may$not$spend$ACTION$COUNTERS$until$the$end$of$the$round)
POWER$STRIKE$with:$(1SC).$
If$this$character$achieves$a$hit,$the$target$is$Knocked$Down$automatically.
PRECISE$BLOW$(1SC).$
When$attacking$an$enemy$character$using$this$Special$Attack,$this$character$gets$a$+1$on$
the$Impact$Roll$and$can$rearoll$the$Collateral$Damage$die.$You$must$accept$the$second$
result.
SNEAK$ATTACK$(1SC).$
This$attack$can$only$be$performed$if,$at$the$beginning$of$the$characters$activation,$the$
target$cannot$See$the$attacker.$Target$character$cannot$Block$attacks.
TECHNIQUE$(1SC).
If$you$damage$an$enemy$character$while$using$this$Special$Attack,$the$targeted$
character$receives$the$Knock$Down$effect.$If$he$is$also$Knocked$Down$by$the$Collateral$
Damage$die,$then$the$target$character$suffers$an$automatic$Impact$at$Strength$+4$and$
damagea$Stun$( $).
THIEF$With:$(1SC).$
When$hitting$an$enemy$character$while$using$this$Special$Attack,$this$character$receives$
CRT:$Steal.$Weapon$Special$Rules
AIM.$
These$weapons$cannot$be$used$if$you$move.

50

BMG$rulebook

WEAPON-TRAITS
DEFENSIVE.$
If$a$character$carries$a$defensive$weapon,$it$allows$him$to$rearoll$the$Block$roll.$You$must$
accept$the$second$result.
EXPANSIVE.$
Instead$of$the$regular$weapon$Rate$of$Fire,$this$weapon$uses$the$Spray$Template$(see$
Spray$Template).
EXPLOSIVE.$
When$you$Impact$with$this$kind$of$weapon,$an$Explosive$Template$must$be$placed$at$
the$Impact$point.
FIREARM.$
All$hits$using$these$weapons$produce$damage$on$a$2+.$The$carriers$Strength$does$not$
count.
HANDY.$
When$these$weapons$are$used,$you$can$rearoll$any$number$of$Impact$rolls.$You$must$
accept$the$second$result.
LIGHT.$
With$these$weapons,$you$can$shoot$even$when$your$target$is$within$5cm.$Their$Rate$of$
Fire$will$be$1$within$5cm.
MECHANIC.$
All$Impacts$with$these$weapons$damage$on$a$3+.$The$weapon$carriers$Strength$does$
not$count.
MEDIUM$RANGE.$
The$maximum$range$for$shooting$with$these$weapons$is$40cm.
PROTECTIVE.$
These$weapons$provide$+1$when$rolling$Block$rolls.$Furthermore,$receive$an$extra$
Blink!$after$normal$Blink!$rolls$have$been$taken$into$consideration.$This$last$Blink!$roll$
occurs$on$a$4,5$or$6$against$the$enemys$Ranged$Attacks.

51

BMG$rulebook

REACH.$
These$weapons$do$not$require$being$in$contact$with$the$enemy$to$hit$him.$They$allow$
attacks$within$3cm.
RELOAD.$
These$weapons$cannot$be$used$during$2$consecutive$activations.$To$reload$the$weapon$
it$may$not$be$used$for$at$least$1$activation.
REMOTE$CONTROLLED.$
With$these$weapons,$the$figure$has$to$be$able$to$See$the$target,$but$does$not$need$to$
draw$a$straight$uninterrupted$line$to$it.$You$cannot$exceed$the$maximum$range$for$the$
weapon$to$the$target.$All$Blink!$rolls$will$be$ignored$for$the$Strike.
SCOPE.$
When$using$this$weapon,$it$provides$Night$Vision$and$ignores$Blink!$Rolls.
SHARP.$
You$can$rearoll$the$damage$rolls$with$this$weapon.$You$must$accept$the$second$result.
SHORT$RANGE.$
The$maximum$range$for$shooting$with$these$weapons$is$20cm.
THROWING.$
This$weapon$does$not$lose$any$Rate$of$Fire$while$moving.$Note:$throwing$weapons$tend$
to$Damage$based$on$the$Characters$STR$as$they$are$not$FIREARMs
HEAVY.$
When$you$use$these$weapons$you$get$+1$to$a$damage$roll.$This$means$if$a$characters$
STRENGTH$is$5+$they$would$wound$with$this$weapon$on$a$4+
Templates
Template$weapons$are$RANGED$WEAPONS$and$should$be$treated$as$such$for$the$
exception$of$the$rules$indicated$here.
EXPLOSION$TEMPLATE.
When$an$attack$or$weapon$uses$an$Explosive$Template,$this$template$must$be$targeted,$
and$placed$at$the$centre$point$of$a$target$(or$the$obstacle$Impacted$by$a$Blink!)$unless$it$is$
otherwise$specified$on$its$description.$The$attack$or$shot$must$hit$the$target$for$the$
template$to$be$placed.

52

BMG$rulebook

All$characters$that$are$totally$or$partially$under$the$template$will$automatically$be$
Impacted$and$suffer$any$possible$effect$as$per$the$attack$or$weapons$description$(unless$
the$effect$only$triggers$on$Criticals,$For$example$CRT:Freeze).
$
SPRAY$TEMPLATE.
When$a$weapon$allows$a$Spray$Template$to$be$used,$the$player$must$place$the$narrow$
end$of$the$template$in$full$contact$with$the$base$of$the$figure$which$is$using$the$Spray,$and$
direct$the$other$end$in$any$direction$the$attacker$wants.$Afterwards,$determine$the$Impacts$
and$damage$as$the$rule$description$indicates.$
All$characters$that$are$totally$or$partially$under$the$template$will$automatically$be$
Impacted$and$suffer$any$possible$effect$as$per$the$attack$or$weapons$description$(unless$
the$effect$only$triggers$on$Criticals,$For$example$CRT:Freeze).$But$the$character$can$suffer$
different$damage$and$effect$depending$on$the$position$of$the$character$inside$the$template.
The$template$has$4$rangeabands$marked$by$stripes;$the$closest$indicates$that$if$there$are$
characters$in$this$area$no$Impact$is$made,$the$following$stripes$are$Lethal,$Serious$and$Mild.$
A$character$between$2$damage$stripes$will$always$be$affected$by$the$narrowest.(The$
damage$will$indicated$on$the$damage$band$of$the$weapon).

53

BMG$rulebook

BLIND.$
A$character$suffering$from$Blindness$cannot$See,$cannot$attack$with$a$distance$weapon$
and$his$Impact$rolls$and$Blocks$will$succeed$only$on$result$of$6.$Cannot$use$MC$and$
furthermore,$will$have$their$move$Disabled$until$this$effect$is$removed.
COOLED.$
Produces$a$Paralyze$effect$until$the$end$of$the$round.$(A$paralyzed$character$reduces$his$
Defense$value$a2$and$cannot$do$anything$(he$cannot$Move,$Attack,$Defend,$follow$Special$
Rules,$or$use$Action$Counters)

DISPLACED/PUSH
The$target$is$pushed$a$number$of$centimetres$equal$to$the$result$of$the$Collateral$
Damage$die$directly$away$from$the$attacker$If$the$target$cant$be$Displaced$the$distance$
because$of$a$terrain$element,$he$receives$an$Impact$at$Strength$4+$and$damage$(O).$If$the$
target$is$displaced$in$a$hole$or$off$a$roof$etc$,$he$suffer$the$rules$of$Spring$Into$The$Air$as$
explained$in$the$rules.
ENERVATING$X
Immediately$loses$X$Action$Counters.
FIRE.
If$fire$affects$the$figure,$place$a$Fire$Marker$next$to$the$character.$If$a$character$has$two$
or$more$Fire$Markers$it$will$receive$a$Damage$Marker$(X)$for$each$Fire$Marker.$Spending$
2AC$allows$the$character$to$remove$1$Fire$Marker.$At$the$end$of$the$round,$if$any$character$
has$at$least$1$Fire$Marker,$he$will$get$one$more$additional$Fire$Marker.
FLASH.
Produces$a$Blind$effect$until$the$end$of$the$round.$(A$character$suffering$from$Blindness$
cannot$See,$cannot$attack$with$a$distance$weapon$and$his$Impact$rolls$and$Blocks$will$
succeed$only$on$result$of$6.$Cannot$use$MC$and$furthermore,$will$have$their$move)
FREEZE.
It$produces$a$Paralyze$effect,$until$an$Endurance$roll$is$passed$at$the$beginning$of$his$
next$activation.$(A$paralyzed$character$reduces$his$Defence$value$2$and$cannot$do$anything$
(he$cannot$Move,$Attack,$Defend,$follow$Special$Rules,$or$use$Action$Counters)$

54

BMG$rulebook

HYPNOTIZE.
The$affected$character$must$pass$a$Willpower$roll.$If$he$fails$he$will$become$completely$
controlled$by$the$player$who$is$controlling$the$attacking$character$until$the$end$of$his$next$
activation.
IMMOBILIZED/PIN$DOWN.
Place$an$Immobilized$Marker$next$to$the$character.$It$cannot$move$or$use$MC,$his$Attack$
value$is$reduced$by$a1$until$the$effect$is$cancelled.$
KNOCKaDOWN$/FELLED$(also$written$as$KO)
A$Knocked$Down$(KO)$character$must$lay$on$the$ground$(or$place$a$Felled$Marker$next$
to$the$character)$at$the$same$place$it$has$been$Knocked$Down.$A$felled$character$cannot$
Attack$or$Defend$itself,$and$it$cannot$use$any$Special$Ability$until$he$stands$up$(by$spending$
1$ACTION$COUNTER$during$their$activation)$.$A$character$can$move$while$Knocked$Down,$
but$his$move$will$be$Disabled.$A$felled$character$will$always$receive$an$Impact$on$a$2+$
anytime$it$gets$a$hit.$A$character$Knocked$Down$doesnt$grant$the$Blink!$rule$when$
shooting$through$or$above$it.
PARALYZE.
Place$a$Paralyze$Marker$next$to$the$character.$A$paralyzed$character$reduces$his$Defense$
value$a2$and$cannot$do$anything$(he$cannot$Move,$Attack,$Defend,$follow$Special$Rules,$or$
use$Action$Counters)$until$the$effect$cancelation.
POISON.$
Poisons$will$be$produced$at$the$same$time$as$other$effects,$as$shown$next$to$the$Poison$
characteristics.$If$a$character$has$several$Poison$effects,$he$must$choose$one$before$doing$a$
Poison$attack.$If$a$character$gets$affected$by$Poison,$place$a$Poison$Marker$next$to$the$
character$and$resolve$the$Poisons$effect$immediately.$At$the$beginning$of$his$next$activation,$
he$must$make$an$Endurance$roll.$If$the$roll$is$not$passed,$the$Poison$effect$will$resolve$again$
and$continue$to$be$active$until$he$passes$the$next$Endurance$roll$made$at$the$beginning$of$
an$activation$at$which$point$the$Poison$effect$gets$cancelled.$The$same$Poison$effects$are$
not$cumulative.
SHOCK.$
A$Shocked$character$cannot$use$Action$Counters$until$the$end$of$the$round.
SMOKE.$An$area$affected$by$Smoke$will$not$allow$character$to$See$through$it,$and$the$
characters$inside$it$will$be$considered$Blinded$until$the$end$of$the$round$(A$character$

55

BMG$rulebook

suffering$from$Blindness$cannot$See,$cannot$attack$with$a$distance$weapon$and$his$Impact$
rolls$and$Blocks$will$succeed$only$on$result$of$6.$Cannot$use$MC$and$furthermore,$will$have$
their$move$Disabled$until$this$effect$is$removed.)$.$Smoke$dissipates$at$the$end$of$the$round.$
STEAL.$If$a$character$steals$from$an$enemy,$he$can$choose$which$of$the$enemy$weapons$
will$be$stolen$and$they$can$use$it$afterwards.$The$stolen$weapon$cannot$be$used$by$the$
previous$owner$unless$he$gets$it$back.$A$character$can$only$have$one$stolen$weapon.$If$he$
steals$more$than$one,$he$needs$to$choose$which$of$them$he$would$like$to$keep$and$throw$
the$rest$away$(will$be$removed$from$game).$
TOXIC$(X)$Instantly$receives$X$Damage$Markers.

56

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