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Rulebook BMG English

This document provides the rules for the Batman Miniature Game. It introduces the game setting in the city of Gotham and describes how players can take control of Batman, his allies, or his villains in skirmish-style battles. The game is played on a custom gaming area using miniatures to represent characters and scenery pieces. Players will need miniatures, dice, templates, and measuring tools to play. The rules allow for tactical gameplay and customization of player crews. The goal is to have fun while recreating or adding to the Batman stories.

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John Eagles
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
361 views68 pages

Rulebook BMG English

This document provides the rules for the Batman Miniature Game. It introduces the game setting in the city of Gotham and describes how players can take control of Batman, his allies, or his villains in skirmish-style battles. The game is played on a custom gaming area using miniatures to represent characters and scenery pieces. Players will need miniatures, dice, templates, and measuring tools to play. The rules allow for tactical gameplay and customization of player crews. The goal is to have fun while recreating or adding to the Batman stories.

Uploaded by

John Eagles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 68

BATMAN MINIATURE GAME

BATMAN MINIATURE GAME

Contents
Welcome to Gotham 2
Things You’ll Need 4
Getting Started 7
The Character Card 12
Sequence of Play 17
A Typical Game 21
Basic Rules 22
Movement Actions 24
Attack Actions 28
Damage 34
optional rule: The Speed Force 39
Configuring Your Crew 44
Scenarios 55
special traits 69
special attacks 100
weapon special rules 101
effects 106
strategies 108
1
BATMAN MINIATURE GAME
Welcome to Gotham
Gotham City: dark and dangerous, a crime-riddled urban landscape, a nightmare of stone and
steel. It is home to some of the most evil, brutal and twisted minds in the world – men and
women who would bring anarchy and chaos to the streets, and bring fear and death to the
powerless. Yet Gotham’s twisted spires and labyrinthine alleys are not ruled by this criminal
underworld – not yet. When night falls, the sworn protector of Gotham takes to the streets –
the Batman – all that stands between the city and the endless darkness.

The document that you hold in your hands


contains the rules for the Batman Miniature
Game. But it is far more than a rules manual
– this is your gateway to Gotham City. With
this book you can recreate the greatest battles
of the Dark Knight Detective, and weave your
own tales of heroism and villainy set against the
gothic backdrop of Gotham. In this game you
can side with the Batman, the GCPD, the manic
Joker, the League of Shadows, or any number
of nefarious lunatics and crime-lords from
Gotham’s dark underbelly.

And this document represents even more


besides: it is the launch-pad for an entire
hobby. In the Batman Miniature Game, you
and your friends collect a set of beautiful
miniatures representing your favorite DC
heroes and villains, bring them to life
What is a Miniature Game?
While veteran tabletop gamers will
by painting them, and then use them as
recognize this book as a set of ‘skirmish-
playing pieces in an exciting multi-faceted,
level rules’, newcomers to this wonderful
three-dimensional tactical game. By using
hobby should not be put off! These
the information in this book, you and your
rules are written in such a way as to
friends will be creating your own stories,
be accessible to all. Newcomers and
worthy of the greatest comic-book tales of
experienced gamers alike will find all the
Gotham’s Dark Knight. Whether you’re
information they need to start collecting
a seasoned veteran of tabletop miniature
and playing.
games, or a new recruit to this rewarding
hobby, you’ll soon be controlling your own The Batman Miniature Game is
crew, and battling for control of Gotham’s designed for two or more players, with
streets. each taking control of a number of finely
detailed miniatures, representing their
Enter the gothic, shadowy world of the Dark faction, or ‘crew’. The miniatures are in
Knight… if you dare. essence playing pieces, much like those
you’d find in a board game.

2
BATMAN MINIATURE GAME
But unlike most board games, a miniature Miniature games form part of a wider hobby,
game doesn’t take place on a readily defined which attracts a strong community all across
board, but rather the players take an active the world. This hobby consists of collecting,
role in designing their own custom gaming assembling (and sometimes ‘converting’),
area, usually on a tabletop populated by painting and playing with miniatures. It also
scratch-built model buildings and other provides the opportunity for model-making –
scenery. The rules are more sophisticated the construction of tabletop scenery such as
than your average board game, allowing you city buildings, debris, wharfs and dockyards,
to move your models freely, and utilize a and more besides. Most hobbyists practice
large range of abilities and ‘special rules’ to all of these aspects to some extent, although
give you a tactical edge over your opponents. many prefer just to focus on the painting
side of the hobby, while others still enjoy
The game rules allow for a lot of freedom,
the games so much that they have very little
not only in how you play, but also in how
time left to paint. At Knight Models, we are
you create your crew. Even if two players
enthusiasts of all aspects of the hobby: we all
are using the same faction, the odds are that
enjoy playing games in which all the character
the two collections will look very different,
models are superbly painted, but we would
and include certain models that reflect the
also like to see them actually win games! We
player’s personal style. As mentioned earlier,
know it takes time and effort to master every
the Batman Miniature Game is a skirmish
facet of the hobby, but in the end we think the
game – this means that, at least to begin
reward is completely worth it. We just hope
with, you will only need a handful of models
that you enjoy the hobby as much as we do!
to start playing, so it’s easy to get up and
running with your chosen crew.

Why so Serious?
No matter how much you like the Batman Miniature Game, and how often or competitively you
play, it’s important to remember that it is just a game, and the ultimate goal of every game is
to have fun. Naturally, we all want to win, but it’s just not worth it if our path to victory means
giving another person – usually one of our friends – a hard time. If you, or your opponents, start
to become stressed or angry because of an in-game situation, relax, take a deep breath, and
think about. Problems in the game stay in the game, and they should never be considered real
problems. At the end of the day, once the game is over, miniatures aren’t anything more than
pieces of resin or metal. Now, that’s not worth getting mad about, is it?
It’s almost impossible for a set of game rules to account for every conceivable situation that may arise.
Therefore, disputes over the rules should always be reasonably discussed and solved in the spirit of
cooperation and sportsmanship. Ultimately, if no agreement can be reached, we recommend that one
player rolls a die: on a result of 4+ their interpretation of the rule is right this time; on a 1, 2 or 3, the
opposing player is right. Settling differences in a friendly manner is paramount to having fun, so you
could call this the most important rule in the game! Always remember that the aim of the game is to
have fun in a friendly, competitive spirit – and that means letting your opponent have fun too.

3
BATMAN MINIATURE GAME
Things you’ll Need
Before you can set up and play your first Batman Miniature Game, there are a few things that you
and your opponent will need:
- A gaming table, containing as much scenery as you like to represent the city area where the game
takes place.
- A few six-sided dice, the more the better. At least one should be a different color from the others, as
described later.
- Counters, Markers and Templates.
- A measuring tape or ruler, marked in inches (“).
- Most important of all, you’ll need the appropriate Knight Models miniatures to represent your crew in
the game, along with their unique Character Cards.
The Knight Models miniature range accurately represents each of the game characters, and we
are always working to add more superb models to the Batman Miniature Game.

The Gaming Area


In order to set up a suitable area on which
to play, you should prepare any table or
board (any plain surface will do, such as an
area of floor) with a minimum area of 36”
x 36” (about 90cm square), and place the
scenery (buildings, trees, model cars, etc.)
upon it. There is no prescribed way to do
this – just use whatever scenic items you
have in your collection to recreate the streets,
gardens, parks and harbors from Arkham or
Gotham City. If you’re worried at all about
the placement of scenery giving an unfair
advantage to either side, simply divide your
scenery collection roughly in half, and take it
in turns with your opponent to place items in
a mutually agreeable fashion.

4
BATMAN MINIATURE GAME

5
BATMAN MINIATURE GAME
Scenery and terrain elements can either be Additionally, you will need a small opaque
scratch built, or purchased as kits. Knight bag or container to keep the counters. This
Models produces a range of scenery options, will be also used when drawing counters
from urban billboards and vehicles, to the at random to determine who goes first (see
imposing majesty of Arkham Asylum! Our later). We will explain later how counters are
advice is that you get your hands on as much used in various forms during the game.
scenery as you can for your models to hide
behind, leap off, glide around or climb – the
Markers
During the game, a model may be subject to
more scenic elements you have on the table,
various game effects (Damaged, Poisoned,
the more fun the game will be. Check out
Knocked Out, etc.), and it is very important
the pictures in this book, and our Facebook
to remember them. In addition, special
page, for some inspirational examples of
high-quality Damage and Stun markers can
gaming areas.
be purchased from Knight Models. Unlike
Dice counters, markers may be physically placed
You will need a number of six-sided dice (or on the board to remind you of special rules.
‘D6’) to play the Batman Miniature Game. When required, a marker should be placed
The more dice you can lay your hands on the on the card of the affected miniature, in
better – try to make sure that at least one order to keep track of the Damage or special
of them is a different color from the others, effect during the game. In addition, some of
as this can be used to easily separate out the scenarios in this book (see later) utilize
important rolls from the rest of the batch. special scenario Objectives, such as lamp-
posts, sewer entrances and Titan containers
Counters – these are also represented by their own
Counters are used in the game for marking
markers, and can be purchased from Knight
how many actions a model has remaining to
Models. A model cannot be placed over a
perform, working out who goes next in the
marker but may walk freely over them. A
play sequence, and more. The various uses
marker can never overlap other markers or
of counters are discussed throughout the
models.
rules. Game counters can be represented by
beads, poker chips, pieces of colored card, or Measure
even dice (just be sure that they’re a different The movement of models around the gaming
type from the dice that you use for rolling, area, and the measuring of weapon ranges,
to avoid confusion). Having a few different require the use of a measure, marked in
colors will be very useful. Whatever type you inches. A retractable tape measure will be
use, they should be of a suitable size to fit most useful for getting into the hard-to-reach
on the specially designated spaces for them areas of the gaming table, although a ruler
on each Character Card (see below). You will will be fine for most situations.
normally need between 4 and 8 counters per
model, so make sure you have plenty to go
around.

6
BATMAN MINIATURE GAME
The rules are organized into a logical
The Miniatures order, so that the first few sections contain
The most important components of the game
everything you need to grasp the basics and
are the miniatures or ‘models’, as we will also
have an enjoyable game. Later in the book
refer to them in this rulebook. Knight Models
you’ll find rules for special and uncommon
offers faithful miniature representations
situations, such as special traits, weapon
of the characters from Batman’s world.
special rules and effects – these add an extra
All the miniatures are supplied with their
level chaotic fun and tactical challenge to
corresponding base and Character Card,
the game.
which includes all the information required
for using them in the game. Scenarios
Each game that you play represents a
Getting Started conflict between opposing sides, and the
Before diving headlong into the rules, it’s
aim is usually to complete one or more
worth spending a moment establishing
objectives in order to determine a winner.
some of the basic principles of the game.
For this reason, the Batman Miniature
Presented here are some of the conventions
Game is structured around scenarios (see
and abstractions that recur throughout this
later), which provide a variety of gaming
rulebook – take a moment to familiarize
set-ups, special deployments and victory
yourself with these to get a better
conditions to keep each game fresh and
understanding of the game rules.
challenging. You can find some of them at
The Game Rules the end of this rulebook, in the Batman
The rules section of this book may look Miniature Game expansions (such as the
daunting at first, particularly if this is your Arkham Knight Campaign Book) as well
first foray into tabletop miniature gaming. as in the official Batmatch organized play
However, there’s no need to worry. rules, available as a free download from our
website: www.knightmodels.com.

7
BATMAN MINIATURE GAME

3” 2.5” 1.5”

60MM 40MM 30MM

Miniatures and Scale Volume


In the rules that follow, the miniatures used The model’s volume is determined by the
to play the Batman Miniature Game are circular base the model is set on. Thus, the
also referred to as ‘models’. The number model can be imagined to occupy a cylindrical
of models under your control represents space, extending from its base to the top of
your ‘crew’ – a small band or faction of its head. Equipment, extended limbs, and any
like-minded characters, such as the Joker’s other model component that protrudes from
henchmen or the Gotham City Police this area are ignored when calculating this
Department (GCPD). space. If the miniature portrays a character
on its knees, bending, standing over a
The majority of Batman Miniature Game
decorative element, etc., consider the volume
models represent human or human-sized
as if the model was standing upright over its
characters, and thus share a similar height.
own base. Please remember that, as many
Small size differences between them are
of the models in the range are sculpted in
significant for matters of game scale, which is
dynamic poses, many of these considerations
why we use ‘volume’ as a way to standardize
require a good dose of imagination and
miniature height for rules purposes.
agreement on the part of the players.

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BATMAN MINIATURE GAME
For game purposes, a model on a 30mm base
is considered to have a height of 1.5”. Models
Measuring
To play the Batman Miniature Game, tape
on 40mm bases have a height of 2.5”, while
measures are used to gauge the distance a
models on 60mm bases have a height of 3”.
model can move, or measure the distance
It doesn’t matter if the model is crouching,
between a model and another point on the
leaping, or standing on a tall object – the
tabletop, such as another model or piece
volume assumes the character’s natural
of scenery. During the game, any distance
height. The volume of a Vehicle is the same
can be measured by any player at any time.
as its physical model except for weapons or
Any measurement between two different
other objects that project from the chassis.
miniatures, or between a miniature and
If a model is Knocked Down for any reason
an obstacle or terrain piece, must be taken
(because it is KO, for example, as described
between the closest points on their volume.
later), it loses its usual volume, and instead
For horizontal measurements, this is usually
treats its volume as equal to the physical
worked out by measuring from the edge of a
size of its base until it is able to stand up
model’s base.
again. For game purposes, a model’s volume
is considered part of the miniature, but Note that models may move so that their
extended limbs and weapons are not. bases are touching, but should never overlap.

It’s a common mistake to measure the distance and then place the model on the far side of the tape measure. This
is incorrect, as it adds the diameter of the model’s base to the distance moved. As shown in this example, when
measuring movement across the ground, the outer edge of the model’s base must not move beyond the limit of the
distance measured.

9
BATMAN MINIATURE GAME

Dice Rolls Please note that, unless otherwise specified,


In the Batman Miniature Game, you will the results of multiple dice are not added
frequently need to roll dice to see how together (there are, however, exceptions).
the actions of your models turn out – how For example, if you need to score a result of
accurate their firepower is, how much 4+, and you are able to roll more than one
damage they’ve done in combat, and so on. die to achieve it, one of the dice must score
Throughout these rules, normal six-sided a 4 or more to be successful. If the results of
dice are referred to as D6s (so if the rules the dice were 2 and 3, you couldn’t add them
ask you to roll 2D6, you must roll two dice). together to score a 5!
Occasionally you will be asked to roll a ‘D3’
– this is done simply by rolling a normal die
Modifying Dice Rolls
Sometimes you may have to ‘modify’ a dice
and counting a score of 1 or 2 as a ‘1’, 3 or 4
roll, or ‘apply a modifier’. This is normally
as a ‘2’, and 5 or 6 as a ‘3’.
denoted in the rules as a plus or minus
You will notice when reading the rules that figure, such as +1, -2 and so on. Roll the dice
sometimes we use expressions like ‘4+’, and add or subtract the number to or from
‘5+’, etc. This is a common abbreviation the score to get the final result. So, rolling
for the score you must roll on a single die D6+1 will give you a final score of between 2
in order to be successful. For example, if a and 7, for example.
model needs to roll a die and score 4 or more,
Modifiers are applied in this order:
we simply say that the roll will be successful
on a 4+. • Modifiers that double.
• Modifiers that halve.
• Modifiers that add (+X).
• Modifiers that subtract (-X).

10
BATMAN MINIATURE GAME
Rerolls Randomizing
In some situations, the rules allow you Sometimes, you’ll be asked to randomly pick
to ‘reroll’ your dice. This is exactly how it between several models, objectives, items,
sounds – pick up all the dice you wish to etc. If randomizing between two items,
reroll, and roll them again. The second score simply flip a coin, nominating each item
always counts, even if it is worse than the either heads or tails, or roll a D6, nominating
first – no dice can be rerolled more than each item odds or evens. If randomizing
once. If you reroll 2D6, 3D6 or some other between three items, roll a D3 to determine
multiple, you must reroll all of the dice, not which is picked. If randomizing between four
just the ones with the worst scores, unless items, allocate a D6 score to each item, and
the rules specify otherwise. then roll the dice, rerolling scores of 5 and 6,
and so on.
Fractions and Rounding Down
In some situations, the rules will instruct
you to divide a number, usually by half. If
there is a remainder, the result should be
always rounded down. For example: a score
of 5 needs to be divided by two. As the result
would be 2.5, you will need to round it down
to 2.

11
BATMAN MINIATURE GAME
The Character Card
All models in the Batman Miniature Game have their own Character Card. This
card serves two functions: to display the model’s profile and abilities, and to keep
track of a model’s actions during the game. Knight Models provides a Character
Card for each miniature in the game. As you can see from the example, below, the
Character Card displays the following features.

1 Model Name 3 Rank


This is what makes a model unique in Every model fulfills a different role in their
game terms – it is the ‘real name’ of a given crew (some even act as mercenaries of sorts
character (so Batman is listed here as Bruce and can align with different crews). To
Wayne, for example). You can’t include more represent their role, models are assigned one
than one model with the same name in the of the following ranks: Leader, Sidekick, Free
same crew (unless it has the Minion trait). Agent, Vehicle, or Henchman. The different
ranks are important while putting a crew
NB: The exception to this rule is when the character
together, since they determine how many of
has name ‘Unknown’ or ‘Classified’ – you may
each can be included in the crew. If a model
include several such characters as long as they all
has more than one rank available within a
have a different Alias (see below).
crew, you may pick which rank to use both
2 Alias when configuring your crew and during the
The Character Card will include the most game. The one exception to this is the special
relevant Alias by which the character is rank, ‘Legend’, which is described later.
known – so Bruce Wayne, for example, has
the Alias ‘Batman’.

1 2

3 4 5 6 7

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9
11 12 13 14 15
10

12
BATMAN MINIATURE GAME
4 AffiliatE 7 Funding
All models are limited in which crews they Some models are loaded out with powerful
are able to join. More than one crew name weapons and equipment, which cost a
may appear in this section. The name/icon of premium in your crew. We measure the value
the Crew displayed on your Boss’ Character of all this gear in Dollars ($). This $ value
Card will determine the Affiliation of your is deducted from your crew’s Funding stash
entire crew – all crew members must have when you choose the model – more on this in
the same Affiliation as their Boss. Configuring Your Crew, later.
5 Rivals 8 Personal and Special Traits
Some characters hate members of other In this section, all the model’s special rules
crews, and will not work with them no and items of equipment are listed. The use of
matter what. Crews whose icons appear in special traits and equipment is detailed later
this area may not recruit this character. See in this book.
Configuring the Crew, later.
6 Reputation
Reputation is a numerical value, which is
used for ensuring that your crew is evenly
matched with that of your opponent. All
games set a Reputation limit for the crews
involved, and the sum of the crew members’
Reputation cannot be higher than that limit.

1 2

3 4 5 6 7

8
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11 12 13 14 15
10

13
BATMAN MINIATURE GAME
A model generates a number of Action
Basic Skills Counters equal to its Willpower value in each
The other sections of the Character Card are
round, which they may then distribute to
given over to the essential characteristics,
Movement, Attack, Defense, and Special. The
or basic skills, that each model possesses.
numeric value of those skills represents the
All Batman Miniatures Game models have
maximum number of Action Counters that
their own particular basic skills, as well as
can be placed into it in during each round.
their own traits. Every skill has a numeric
value attached to it, which will be the key to 10 Strength
success during the game. Some situations Strength is a measure of a model’s physical
may cause these skills to increase or decrease power. The Strength skill is not augmented
during a game, but no basic skill can be by Action Counters, but is instead expressed
reduced below 1. as a dice roll required: when you score a hit
on an enemy model in combat, the Damage
9 Willpower Roll must be equal to or higher than the
Willpower is one of the most important
Strength value displayed on your model’s
characteristics. It represents the model’s
Character Card in order to Damage the
capacity to ‘act’ during a round. The higher a
target. (Note that some special rules, such
model’s Willpower value, the more they will
as Titan Dose, modify the Strength skill.
be able to do when they are activated. A high
Remember that an increase to Strength
Willpower means that they can move, attack,
actually makes the numeric rating go down,
defend themselves, or perform special actions
so it’s easier to wound enemies. For example,
more times than those around them.
a model that was Strength 4+ with a +1
modifier would become Strength 3+).

1 2

3 4 5 6 7

8
9
11 12 13 14 15
10

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BATMAN MINIATURE GAME
This characteristic also represents the
11 Movement number of opportunities a model may have to
This skill represents the model’s mobility
Block an enemy’s attacks.
(their ability to run, climb, dodge, etc.). All
models in the game have the same basic 14 Endurance
movement rate of 4”, but moving further This skill represents the model’s ability to
and faster depends on the number of Action soak up damage and carry on fighting. It is
Counters you assign to Movement each a mixture of physical fitness, overall health,
activation. Basically, the more Action Counters determination and sheer stubbornness. Its
you place into the Movement space on the value represents the maximum Damage a
Character Card, the more movement options model can endure before getting Knocked
the model will have, during its activation. Out (K.O). Damage markers are placed in
this space to keep track of the amount (and
12 Attack type) of damage sustained. Endurance cannot
This skill represents the model’s offensive
be augmented with Action Counters.
ability. The higher the model’s Attack, the more
times it may Strike in combat. Its value also 15 Special
determines the minimum result the opponent This section of the Character Card allows
must score in order to Block an attack (see you to place as many Action Counters as its
later) Action Counters are placed in this box to value, and then use them or combine them
enable your model to attack an opponent. with other Action Counters placed in other
basic skills to perform Special Actions. For
13 Defense example, Batman may fire his Batclaw by
This skill’s value represents how well the
expending one Special Action Counter (SC),
model defends itself against attacks. The
and one Movement Action Counter (MC).
attacker must score a result equal to or higher
than the Defense rating of his opponent in
order to land a blow on them in melee, or to
hit them with a missile weapon.

1 2

3 4 5 6 7

8
9
11 12 13 14 15
10

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BATMAN MINIATURE GAME

16
BATMAN MINIATURE GAME
Sequence of Play
Fighting in the winding streets of Gotham, the debris-strewn streets of Arkham City, or within
the close confines of Arkham Asylum is chaotic, visceral and confusing. To mitigate the brutal
reality of urban combat, we structure the game by breaking it down into a series of ‘rounds’, in
which players take it in turns to activate, move and fight with the models in their crew.

During each round, players should execute the following steps consecutively, following the
exact order as shown below. When all players have completed the sequence, a new round will
start and the process begins again. Rounds will go on until the scenario goals are achieved, or
until the scenario’s ‘round limit’ is reached.

SEQUENCE OF PLAY
Each round is broken down into four distinct phases, which proceed in the following order:
1. TAKE THE LEAD: Players determine the order in which they will proceed through the round. This
stage adds a level of unpredictability to the game – you might go first this round, but end up
going last in the next.
2. RAISE THE PLAN: Players use their Character Cards to work out what each model in their crew
plans to do this round, distributing Action Counters appropriately. Each player in turn assigns
all of their Action Counters to their entire crew before the next player does the same.
3. E XECUTE THE PLAN: The players activate each model in turn, resolving the actions that they
decided upon when raising the plan – moving, fighting, shooting, and resolving special actions.
Play alternates, with the player who went first activating a single model, then the second
player activating a model, and so on, until all models that can activate have done so.
4. R ECOUNT: A chance for Damaged models to heal, and KO models to wake up. This is also a
‘tidying up’ phase, where Action Counters are removed and scenario victory conditions are
checked.

17
BATMAN MINIATURE GAME
If, for any reason, you cannot draw more
1. Take the Lead counters from the bag, the game will
Before the game begins, each player takes a
automatically end. In addition, a game cannot
number of counters (or dice) equal to half
last more rounds than initially decided, or
the scenario’s round limit, and adds them to
specified in the scenario description, even
an opaque bag or other suitable container (so
if there are counters left to extract (this
in an eight-round game, each player would
may occur due to special rules allowing for
put four counters in the bag).
additional counters to be added to the bag).
Each player’s counters should be of a color
unique to them, but roughly the same size,
shape and weight as those belonging to the
2. Raise the Plan
It’s now time to decide what your models will
other players – they will be drawn from the
do during the round. Whoever was nominated
bag randomly to work out who goes first.
to go first by the player who took the lead
Each player must begin the game with the
must, of course, be the first to formulate their
same number of dice/counters inside the bag.
plan. The chosen player must distribute
NB. If the scenario does not specify a number a number of Actions Counters to each of
of rounds to play, then the players must agree in the models in their crew, equal to each
advance how many rounds there will be, and thus model’s Willpower. As described under
how many counters they should add. Character Cards, earlier, these are divided
between Movement, Attack, Defense, and
At the beginning of each round one player
Special, and the Action Counters are stacked
extracts a counter from the bag and shows it to
in the appropriate slot on the card. Once
the other players. The owner of the extracted
assigned, Action Counters become known as
counter will Take the Lead for the round.
Movement Counters (MC), Attack Counters
The counter is placed to one side, and is not
(AC), Defense Counters (DC) or Special
returned to the bag. The player taking the
Counters (SC). Note that this is simply for
lead chooses the order in which all of the
ease of reference in the rules – they are all
players complete their rounds. This order
still Action Counters for other rules purposes.
is then adhered to until the start of the next
Once the first player has decided what their
round. Players must draw a counter each round
models will do, the next player must do the
until there are no more left inside the bag. The
same for their models, and so on.
same player should not draw a counter from
the bag twice in a row – if there are two players, Distributing Action Counters
they should alternate; if there are more than Before distributing the Action Counters
two, then take it in turns to draw a counter, to any of your models, bear in mind the
moving clockwise from the original player. following restrictions that apply to each type
of action:
• Movement Skill: The player may assign
Action Counters into the model’s
Movement slot, up to the model’s
Movement value. These counters will
improve the model’s movement. As
soon as an Action Counter is assigned
to Movement, it becomes a Movement
Counter, or MC.

18
BATMAN MINIATURE GAME
• Attack Skill: The player may assign Action At the end of the round, unless otherwise
Counters into the model’s Attack slot, up specified, any unused Action Counters are
to the model’s Attack value. These counters lost – they cannot be stored and used in the
allow the model to perform both ranged next round. Once all the Action Counters are
and close combat attacks (see Attack, spent, the model will have to wait until the
later). As soon as an Action Counter is next round to generate more counters before
assigned to Attack, it becomes an Attack being activated again. When all players are
Counter, or AC. ready, and have distributed all their Action
• Defense Skill: The player may assign Counters correctly, they can move on to the
Action Counters into the model’s Defense next phase: Execute the Plan.
slot, up to the model’s Defense value. This
is a passive skill (see below), and can be
used even when the model is not ‘activated’
3. Execute the Plan
As soon as all players have planned all their
(i.e. during an enemy activation). Each
models’ actions, it is time to activate them! The
counter can be used to block an attack
players alternate model activations, beginning
from an opponent during close combat. As
with the player who first ‘raised the plan’. Each
soon as an Action Counter is assigned to
model can only be activated once per round,
Defense, it becomes a Defense Counter, or
and all of its actions must be completed before
DC.
moving on to the next model. Once all models
• Special Skill: The player may assign
in play have been activated, players will move
Action Counters to the model’s Special
onto the final stage.
slot, up to the model’s Special Value. Each
of these counters may be used to activate
one of the model’s special abilities, or to
Activate a Model
The player who is currently executing their
recover from Damage at the end of the
plan simply chooses a model from their crew to
round. As soon as an Action Counter is
‘activate’. As soon as a model becomes active,
assigned to Special, it becomes a Special
they can move, attack, and/or use special skills.
Counter, or SC.
This means the model can move and then
NB: A model can only assign Action Counters attack, attack and then move, just attack, or
above the Skill value only if a special rules clearly just move. Note, however, that the Basic Move
states so. Otherwise, the Skill value may not be and Attack actions may be performed only once
exceeded. per activation. (Some rules and traits may allow
a model to move or attack by special means,
however, in addition to the usual actions).
Using Your Counters Otherwise, just about any combination is
During the game, each time a model makes
possible, as long as you have enough Action
use of their basic skills, they will expend
Counters to carry out your planned actions.
Action Counters. Remove the necessary
Once the model has spent all of the required
number of Counters from the Character
Counters (or the player decides not to use
Card for each action. If an action requires
them all), the activation is over, and the next
the model to spend more than one Action
player chooses one of their models to activate,
Counter and it does not possess enough
following the same model activation procedure.
Action Counters, or they were not distributed
into the necessary slots, they cannot perform Remember: players are not required to use all
that action or use that special rule. of the model’s Action Counters.

19
BATMAN MINIATURE GAME
Each time a player passes, they defer
Passive Skills activation of a model, and instead hands
Some actions in the game are ‘passive’,
the activation turn to the next player in the
which means that the player does not have
sequence. This may mean that a player ends
to declare their use during the model’s
up activating two models consecutively, as
activation. These actions are usually used
their opponent temporarily ‘gives up’ their
during another player’s turn, as a response to
turn. A player cannot pass more than
attacks or when triggering a special rule. The
twice consecutively in the same round.
instructions on how to use them and their
The player who passes on activation must
Action Counters cost will be specified under
still activate all of their models during the
each passive skill description.
round – but they get the chance to hang back
and see what their opponent does before
Passing on Activation being forced to act themselves. Passing is
As play alternates between models from
therefore tactically useful, as it allows an
different crews during a round, crews with
otherwise disadvantaged player to respond
larger numbers of models gain an advantage
better to their opponent’s moves, and
over crews with fewer models, as they get
balances the game out for crews composed of
to act more frequently and respond better to
fewer models.
enemy plans. To balance things out a little,
each round the player with the fewest models
in their crew gains a number of ‘passes’. 4. Recount
In this phase, the following actions are
At the beginning of the Execute the Plan
resolved in a strict sequence, and then the
stage, players must work out how many
round ends.
passes the player with the smallest crew will
have. The number of passes is equal to the 1. Activate any traits that state they must
difference between the number of models be used at the start of the Recount
in the largest crew, minus the number of phase, starting with the player who took
models in the smallest (KO models, and the lead and alternating clockwise with
models that are off the table for any reason, their opponents until all traits have been
do not count for this purpose). activated.
The player with the fewest models 2. Check who controls Objectives in order
in their crew may choose to ‘pass on for players to obtain Victory Points (see
activation’ a number of times during the Objectives, later).
round equal to the number of passes they
3. Any KO or Damaged models may attempt
received.
to wake up or recover damage (see
Recovery, later)
4. Activate any traits that declare they are
used at the end of the Recount phase,
starting with the player who took the
lead and alternating clockwise with their
opponents until all traits have been
activated.
5. Check the victory conditions of the
scenario. If any player has met their victory
conditions then they have won and the
game will be over. If not, the round ends
and a new round begin with phase 1: Take
the Lead.

20
BATMAN MINIATURE GAME
A Typical Game
So, what’s it like to play the Batman Miniature Game? If you’re new to tabletop gaming, then
this example should give you the general idea. Here, we take a look at an excellent gaming
setup, and some of the actions typical to this dark, action-picked miniature game.

In this game, a Brave and the Bold crew are intend to give up easily! Luckily, the forces of
trying to round up a gang of escaped thugs law and order are assisted by none other than
and lunatics led by The Joker, who don’t Batman, Nightwing and Batgirl.

Most games are fought over Batman and Nightwing take the
vital Objective markers, high ground – when you have
highly maneuverable models
and this one is no exception. like these, staying out of reach
of enemies and swooping down
in hit-and-run attacks is a
great tactic.

LAmpposts and Sewer Markers


are integral to the game,
providing valuable light
sources, and ways to move
around the board quickly.

It’s really useful to


populate your gaming area Both players have set out their
with small items of scatter Character Cards, counters and
terrain, to provide cover dice ready to play.
from shooting attacks.

21
BATMAN MINIATURE GAME
In the Batman Miniature Game it is always
Basic Rules night time. Thanks to the perpetual darkness of
We’re almost ready to start looking at
this gothic environment, the visibility of your
the core rules of the game – the rules for
models is limited. No models are able to see
moving, firing ranged weapons, and fighting
more than 12” from their volume in any
in combat. But before we get down to the
direction. Usually, if a target model is more
business of moving around Gotham City and
than 12” from your model, it cannot be seen,
busting heads, let’s take a quick look at some
and therefore cannot be attacked. Of course,
basic rules and terminology that you’ll need
there are traits and equipment that will let a
to know for all the rules that follow.
model see farther (or sometimes restrict their
Line of Sight vision even more).
The concept of ‘line of sight’ (LoS) is very
To see another model you must be able to
important in tabletop gaming, as it allows
trace a straight, unobstructed line between
you to work out what your models can ‘see’ –
any point of the volume of both models.
usually their target!
The easiest way is to draw an imaginary line
between the models using a tape measure or
a laser pointer. To see another model, at least
any part of the volume must be visible.
NB. Models do not block line of sight.

Seen. Unseen.

22
BATMAN MINIATURE GAME

360 º

Arc of Vision CONTACT


In the Batman Miniature Game, all models For a model to be considered ‘in contact’
have a 360º arc of vision, meaning that they with another model, any part of its volume
can see all around regardless of which way the must be touching or interacting in some way
model is facing, unless otherwise specified. with the other model. Base-to-base contact is
Line of sight can be drawn from any part of a always considered ‘in contact’. To be classed
models volume. as ‘in contact’ with a marker or scenic item,
the model’s volume must be touching the
Lights item.
In the game, streetlights, flashlights and
spotlights may be found, which will light up Skill Rolls
the playing area immediately around them. In order to successfully perform many actions
If a model is partially within the area of in the Batman Miniature Game, models
effect of any light source, it will become must pass a ‘skill roll’, comparing the roll
totally visible to any other model that can against the value of the model’s basic skills.
draw a direct line of sight to it, regardless The most common skill rolls you’ll need to
of the distance. Players should consider that make are:
light does not pass through solid objects like
• Agility Rolls: These rolls are used to avoid
walls, and should decide the area illuminated
Knock Down effect from falling, or even
by each lamppost – don’t worry about small
to dodge ranged attacks! To succeed, you
obstacles, but certainly consider things like
must roll 1D6, and score a result equal to
buildings, tall advertising hoardings, huge
or less than the model’s Movement value.
shipping crates, etc. See also ‘Lampposts’,
If a model fails an Agility roll during its
later.
activation, it will lose its remaining basic
movement distance.

23
BATMAN MINIATURE GAME
• Endurance Rolls: Commonly used to
recover from KO, or when resisting special
basic Move
All Batman Miniature Game models have
effects such as poisons. You must roll 2D6
the same basic movement distance of 4
and add the scores together. If the result is
inches (4”), representing a cautious advance
equal to or less than the model’s Endurance
through dangerous environs. This distance
value, the roll is successful.
may, however, be modified (for example, by
• Strength Rolls: Commonly used to escape
special rules such as ‘Fast’).
from a Grab. To succeed, you must roll
1D6, and score a result equal to or more When a model is activated, and its
than the model’s Strength value. Note: controlling player decides to move it, it may
some special rules, such as Titan Dose, move through the playing area as many
modify the Strength skill. Remember that inches as its basic movement distance
an increase to Strength actually makes the without spending any Movement Counters
numeric rating go down. (MC). If the model has MC to spend (i.e. the
• Willpower Rolls: This type of roll is used controlling player assigned Action Counters
to shrug off adverse psychological and to its Movement skill this round) they can be
debilitating effects, such as hypnotism. spent to move the model further. Each MC
You must roll 2D6 and add the scores spent adds 2” to the model’s basic movement
together. If the result is equal to or less distance – this is now the model’s total
than the model’s Willpower value, the roll movement allowance for the turn. All of a
is successful. model’s available MC that you wish to use
to increase the movement allowance must
NB. Some models do not possess a Willpower
be used at the same time. A model that does
skill at all – for example, vehicles have a Handling
not use its MC during its movement action
skill instead. Rules that require a model without
won’t be able to use them to move again later
Willpower to take a Willpower roll are ignored
in the activation, but may use leftover MC to
completely.
activate and use other special rules or traits
Movement Actions like Dodge, Combat Flip or Arrest. Models
During its activation, a model can perform do not have to move their full movement
any of the following Movement actions, as allowance during their activation, but they
well as any special Movement Action allowed may never exceed it.
by its special rules and traits. The standard
Movement is always measured from the
Movement actions available are:
edge of the model’s base (see example on
• Basic Move (once per activation) measuring).
• Crouch
Models cannot move through any space
• Manipulating an Object
already occupied by another model’s volume.
• Stand Up
This means that if a model wants to move
Note that, although only a single Basic Move action past another model they will have to go
is permitted per activation, other effects or rules around them. Neither can models move
that cause a model to move may be enacted multiple through a gap that is too small for their
times. volume to fit, or along a surface that is
narrower than their base – in these situations
they must find another way around, by
climbing, jumping or moving around the
obstacles.

24
BATMAN MINIATURE GAME
The model’s entire volume must fit in the A model can Jump in any direction
final position when the move is completed, horizontally and vertically, and must spend 1
and its base must fit comfortably on a flat MC each time. As long as you have enough
surface (so models cannot be balanced movement remaining, and enough MC
precariously on narrow pieces of scenery, nor to spend, you can jump as many times as
may they be wedged under low arches and you like during an activation. Jumping is
overhead terrain). always measured from a model’s base. The
total distance jumped is subtracted from
NB: A ‘place’ effect is different from a ‘move’ effect,
the remaining basic movement distance
and usually represents a model teleporting across the
as normal. A jump performed by a model
board. When a rule instructs a model to be placed
can cause it to drop to a lower level. If the
elsewhere, simply remove the model from its current
distance dropped causes a model to exceed
position, and place it back on the board within the
its total movement allowance, the model will
range of the place effect (its volume must fit in the
Fall (see below).
new position once placed, but intervening scenery is
ignored as this is not technically a ‘move’). A model Example, a Gotham Police Officer spends 2 MC
repositioned via a place effect ignores other models to gain a total movement allowance of 8”. He
and terrain. However, if an effect or rule prevents moves 2” and pays 1MC to Jump a 2” gap. As
a model from moving, it also prevents from being this is impaired movement, the gap counts as 4” of
placed. 
 movement. The Police Officer makes the jump, and
now has 2” of his allowance remaining.
Impaired Movement
During the game, there will be occasions Leap Down
when a model’s movement may be affected Sometimes a model may wish to leap from
by difficult ground, or by a special rule an obstacle in order to reach a lower level
which impairs it. When a model is affected quickly, without climbing. This move is
by ‘impaired movement’, its movement completed exactly like a Jump, at a cost of
allowance for the duration of the impaired 1MC, except that you measure the distance
move is halved (i.e. every inch it moves straight down, from the model’s base to the
whilst under the Debilitating effect will count nearest point on the desired lower level.
as two inches instead). A Leap Down is not considered impaired
movement – it is a rapid descent! A model
Jump may Leap Down even when the drop exceeds
Sometimes, a model may wish to jump across
its remaining Movement, but the model will
gaps (such as the drop between buildings),
Fall (see below).
across linear features like streams, chasms, or
whatever, in order to continue its movement. NB: If a model Jumps or Leaps Down to an area
Jumping is always considered impaired where it cannot be placed (because there is not
movement, as described above. enough room for its base, or another model is in
the way), the model must be placed at the nearest
possible point to its original landing area. If there
are several possible places the model could be
positioned, the active player can choose where to
place the model. This will add to the total distance
moved.

25
BATMAN MINIATURE GAME
If a model attempts to climb an Obstacle,
SMALL Obstacles it must finish its movement in an area
Small obstacles with a height equal to or
where its base can fit. If the model ends its
lower than 1” (such as low garden walls
movement partway up the obstacle, in a place
and hedges, boxes, buckets, chairs or
where it cannot stand, it must be placed back
other domestic furniture) can be moved
at the foot of the obstacle, and will Fall.
over without penalty, and do not need
to be jumped. The width of the obstacle, Difficult Ground
however, must be deducted from the model’s Areas such as piled debris, dense vegetation
movement distance. and deep water are considered Difficult
Ground. The distance traveled through
Climbing Difficult Ground is Impaired Movement.
Obstacles taller than 1”, such as a high
wall, chain-link fence or large truck, can be Falling
climbed instead. Sometimes, a model may misjudge a Jump
or Leap Down, and does not have enough
To climb an obstacle, measure the distance
remaining movement to complete the action.
from the model’s base, measuring vertically
Alternatively, it may be unable to complete
up and down as well as horizontally. The
a climb, or even be pushed off an elevation
distance covered is considered Impaired
such as a rooftop or balcony by an enemy. In
Movement.
these situations, a model will Fall.

1” MAX

26
BATMAN MINIATURE GAME

When falling, remove the model from its Additionally, unless it successfully passes
current position and place it on the level an Agility roll, the model will be Knocked
below (usually the ground) where it is Down upon landing (see Effects, later). Once
falling to. This must be the closest available the effects of a Fall have been resolved, the
point on the lower level where the model’s model’s movement action ends.
base will fit, if there is more than possible
position, the active player can decide where
Stand Up
If a model is knocked down, it may stand up
to place the model.
at the beginning of its activation by spending
A falling model will suffer damage, the 1 Action Counter (of any type). Once the
amount of which depends on the difference model is standing again, it can move as
in inches measured between the level below normal.
and the model’s base new position, thus:
• If the difference is up to 2”, the model
suffers a Stun Damage marker (B).
• If the difference is greater than 2” but no
more than 4”, the model suffers an Injury
Damage marker (A).
• If the difference is greater than 4” and no
more than 8”, the model will suffer three
Injury Damage markers (AAA).
• If the falling distance exceeds 8”, the model
automatically becomes a Casualty. Remove
the model from the game.

27
BATMAN MINIATURE GAME
Crouch Attack Actions
When an active model ends its movement There are two main types of attacks a model
in contact with an obstacle of more than ½” may perform: a close combat attack (with
in height, they can Crouch next to it and or without a weapon) or a ranged attack
take cover. Spend 1 SC, and declare that the (performed with a ranged, or ‘missile’,
model is crouching. The model will remain weapon). A model may only attack using
Crouched until they move (for any reason, one of these types during each activation
either voluntarily or because they are pushed – it cannot make both a ranged and a close
or similar), becomes Knocked Down or combat attack in the same activation, unless
until the beginning of its next activation. it has a special rule that allows otherwise.
Models that are Crouched gain a +1 bonus to The attack can be performed before or after
Defense against ranged attacks if the obstacle movement, as long as all the requirements
they are Crouched behind grants a Ping! roll and necessary Action Counter costs are met.
against that attack. Only one attack action can be declared per
activation, and all Attack Counters (AC)
NB: A model cannot start the game crouched.
must be used at the same time – a model
may not attack, move, and then attack again,
Manipulating Objects for example. The player will distribute the
A model can spend 1 MC to Manipulate
strikes (‘hit dice’) amongst their enemies.
an object they are in contact with,
and whatever effect, special rule or other NB. You cannot target a friendly model when
event specified by the object’s rules are attacking, unless a special rule states otherwise.
immediately triggered.
A model can only manipulate the same object
Close Combat Attacks
To attack an enemy model in close combat,
once per round.
your model must be in contact with the
NB: Although it uses MC, the Manipulate action enemy model. You can spend Attack
does not count as movement for the purposes Counters (AC) up to the maximum avalaible
of reducing a model’s Rate of Fire with ranged on the Character Card.
weapons (see Range Attacks, later).
NB. There are weapons and special melee attacks
which allow a model to perform a close combat
attack without being in contact with its target,
like reach, but the attacker must have Line of Sight
(LoS) with the target.

28
BATMAN MINIATURE GAME
If a model spends more than one AC to
Hits/Strikes attack the same enemy model, all of those
Each AC used in a close combat will be
hit dice should be rolled at the same time.
transformed into a strike against the
If the attacker carries one or more close
opponent, and each strike allows you to make
combat weapons (as noted on the Character
a Hit roll. If there is more than one enemy in
Card), the player must state which of these
contact, the model can freely distribute their
weapons will be used before rolling any dice.
Strikes between all the enemies they are in
The model must use the same weapon for the
contact with. The distribution of strikes must
duration of its activation.
be decided before rolling any dice.
NB. In earlier editions of the Batman Miniature
Once you have decided who you are striking,
Game, the Hit roll was referred to as the ‘Impact
and how many times, place one die for every
roll’ – this may still appear on some Character
strike next to the appropriate enemy model.
Cards and game accessories.
These are your hit dice.

The Hit roll Close Combat Weapons


Most models in the game carry some kind of
Next, make Hit rolls for each enemy in turn.
weapon, whether it’s a switchblade, a lead
Roll each hit die, and compare the score to
pipe or a police nightstick. Weapons usually
your target’s Defense value. If the score
provide a model with a higher chance to hit,
is equal to or greater than the target’s
and/or the chance to inflict more Damage on
Defense, then the hit is successful, and
its target. Whatever combination of weapons
you may roll for damage (see below). A
the model is using, both the Damage type it
natural result of 1 when making a Hit roll
inflicts and the special rules it confers will be
is always a failure; however, a natural
listed on the Character Card. Close Combat
result of 6 will always be a success.
weapons are easily identified by their lack of
RoF and Ammo values.
Additionally, a model may always choose to
attack Unarmed, or be forced to do so by a
special rule. This will also affect the type and
amount of Damage your model will inflict.

29
BATMAN MINIATURE GAME

Close Combat Modifiers Blocking


The following situations provide special To Block an enemy strike, roll 1D6 for every
modifiers to close combat actions. DC you chose to spend. If the result is equal
to or higher than the attacking model’s
Outnumbered Attack value, the enemy’s strike is cancelled
If during close combat a model finds itself out, and they do not get to roll for Damage.
fighting with 2 or more enemy models in One strike is cancelled for every successful
contact which are not themselves in contact Block roll. If not all of the enemy attacks are
with other enemies, as in the picture above, blocked, the defending model chooses which
, the outnumbered model’s Defense value strikes are cancelled. A natural result of
will suffer a penalty of -1 for the purposes of 1 when making a Block roll is always a
enemy Hit rolls. failure; however, a natural result of 6 will
always be a success.
Blocking Close Combat Attacks
If a model is attacked in close combat and
successfully hit, and has DC left on its
Character Card, it may use those counters
to attempt to Block the enemy attacks. The
player may decide if he wants to spend any
DC to Block after the attacker has made the
Hit rolls, but before the Damage rolls are
taken.

30
BATMAN MINIATURE GAME
Special Close Combat Actions
Instead of striking an enemy, a model may perform a special close combat action. All models
can choose to Grab or Push, as described below. Some models have further special close
combat actions at their disposal, usually specified by traits or equipment.

Close Combat Grab To remove its Pinned Down status, the


Instead of striking an enemy, a model may grabbed model must spend at least 1 AC
attempt to Grab them. A model may only during its activation (this is not considered
choose to Grab if its initial attack was made an Attack Action) and make a Strength roll
Unarmed. Choose how many AC you want to for each AC spent. If successful (the roll is
use for the attack as normal, but also spend equal to or higher than its Strength), the
1 Special Counter (SC). Perform a Hit roll for model will break free, and may then complete
each AC assigned as usual. If your model’s the rest of its turn normally. If the model is
attacks succeed, and inflict Damage, the being Pinned Down held by several enemy
target becomes Pinned Down (see below). models, it must spend at least 1 AC for each
Place a Pinned Down marker on the target’s enemy holding it, breaking free of one enemy
Character Card. If a model is successfully for each success. The player controlling the
Grabbed by several enemies at the same time, grabbed model decides which enemy he
it will suffer a -1 penalty to its Defense value breaks free of for each success. If the model
for each additional enemy grabbing it, to a that grabbed the target moves out of contact
minimum of Defense 1. at any time, attacks another opponent, or is
Knocked Down or becomes KO/Casualty, the
grabbed model is automatically released and
the Pinned Down marker assigned by that
attacker is removed.

Pinned Down
A Pinned Down model cannot move or spend
MC, and its Attack value is reduced by -1
until the status is cancelled. This does not
remove any assigned AC – it simply lowers
the Attack score by 1.

31
BATMAN MINIATURE GAME
Close Combat Push
Instead of striking an enemy you may try
to push them. Choose how many AC you
want to use for the attack as normal, but
also spend 1 Special Counter (SC). Take a
Hit roll for each AC spent, as if performing
a regular Unarmed attack. If the attacking
model successfully inflicts any Damage
on the foe, the target model is Pushed in
addition to being Damaged (see below).
This action may result in an enemy falling,
as described earlier.

Pushed
The target is pushed directly away from
the attacker a number of inches equal to
half the result of the Collateral Damage die
(see Damage, below), to a minimum of 1”.
If the target can’t be pushed, (because a
scenery element or model is in the way) it will
immediately suffer a hit with Strength 4+ and Ranged Attacks (Shooting)
If the model carries a ranged weapon, such as
Damage (B). If the target model is pushed a gun, bow, or throwing weapon (any weapon
from the edge of a piece of scenery so that it with a RoF), they will be able to perform a
can only be placed on a lower level, the model ranged attack with it, so long as it meets the
will fall. following requirements:

A vehicle model can only be pushed in close • The attacking model must have at least 2
AC available to attack.
combat by Large or Huge models. • The weapon must have at least 1 Ammo
remaining.
A Large model can only be pushed in close • The target must be within line of sight.
combat by Large or Huge models. • The attacking model must not be in contact
with an enemy that is not KO.
A Huge model can only be pushed in close
combat by Huge models. Attack Counters
A model may only perform one ranged attack
A model cannot be pushed off the edge of the action per activation. A ranged attack costs 2
gaming area – treat the edge of the board as AC. This will allow the model to roll as many
an impassable obstacle. attack dice as the weapon’s Rate of Fire (RoF)
allows.

32
BATMAN MINIATURE GAME

One magazine is spent per Attack action, not


Range per shot – usually this will mean that you only
All ranged weapons are considered to have
expend one magazine per activation, even if you
an unlimited range (unless they have a
actually fire two, three or more shots due to
special rule that limits how far they can fire/
your weapon’s RoF. If all ammunition magazines
be thrown). However, they will usually be
are spent, the weapon cannot be used any more,
restricted by the rules for darkness and light
unless the model finds more ammunition. A
sources, as described in Line of Sight, earlier.
model can’t carry more ammunition than the
total number of magazines they started the game
Ranged Weapons with (which includes any additional Magazines
These weapons can only be used to perform
purchased as extra equipment when forming the
ranged attacks, otherwise they are ignored.
crew). We recommend using suitable counters
If a model carries more than one ranged
during the game to keep track of the number
weapon the player must choose one of them
of magazines your models have spent (or
to attack with, and it will be the only weapon
accumulated) on their Character Cards.
they will be able to use for the rest of their
activation. All ranged weapons possess Damage: This characteristic indicates the
special characteristics that define their usage type of Damage the weapon causes upon
and stopping power. a successful Damage roll, as well as the
number of Damage markers inflicted on
Rate of Fire (RoF): This is the number
the target (see Damage, later). If a weapon
of attack dice, or ‘shots’, the weapon grants
doesn’t have a Damage value, no Damage
when performing a ranged attack. These
roll is taken, and therefore no Damage is
attack dice can be distributed between
inflicted.
several targets, as long as all the conditions
required make the attack are met for each. If
the model moves during its activation before
Hit Rolls
Once you have determined the number of
it fires, its weapon’s RoF will be reduced to 1,
attack dice the model receives, make a Hit
no matter how high the original RoF was.
roll for each die. Roll for all the attacks
Ammunition: Ammunition (or ‘Ammo’) directed against the same target at the same
represents how many times during a game a time, applying any Hit roll modifiers that may
model may attack with the ranged weapon. be incurred. Any result equal to or higher
Ammunition is represented on the Character than the target’s Defense value is a successful
Card by a numerical value, representing a stock hit.
of ammunition magazines. Every time a model
shoots a weapon, they must expend a magazine.

33
BATMAN MINIATURE GAME
For each successful hit, a Damage roll will
be made (see below). A natural result of DODGING
1 when making a Hit roll is always a The model may spend any number of
failure; however, a natural result of 6 will
always be a success (a ‘natural’ roll simply
available MC to avoid ranged attack hits,
means the number physically rolled on the before the attacker takes their Damage
die, before any modifiers are applied). rolls. Each MC spent allows the model to
take an Agility roll. Each successful Agility
Ping! roll cancels a single hit.
A Ping! roll represents the difficulty of hitting
a target in an urban environment, where
there is lots of scenery and obstacles for
bullets to ricochet off. Damage
Whenever a model successfully hits an
When making a ranged attack, if you can draw
enemy model, the attacking player must
a line from any part of the attacker’s volume
roll a die for each successful hit to see if any
to any part of the target model’s volume and
Damage is inflicted. This is called a Damage
that line passes through any scenery element
roll. In addition, when taking a Damage roll,
or another model, the target is in cover, and
one extra D6 (preferably of a different color)
will benefit from one Ping! Roll per hit. If the
should be rolled as well; this is the Collateral
shooter is in base contact with an obstacle
Damage die – see Collateral Damage, later.
or another (friendly) model, they can shoot
over/around it (as long as the model is big
enough to see around the obstacle), and it
The Damage Roll
To make a Damage Roll, simply roll 1D6 per
will not grant a Ping! roll to the target.
successful hit. For each die that rolls equal to
or higher than the attacking model’s Strength
The Ping! Roll value (for most close combat attacks) or the
Ping! rolls are taken after a successful Hit
value of the weapon rule (for ranged attacks
roll. The target rolls 1D6 per successful hit.
and special close combat weapons), the
Each die that scores a 4 or more represents a
enemy receives Damage markers to the target
successful Ping!
of the type and number indicated on the
If the Ping! roll is successful, the shot will attack’s Damage value.
miss, and is immediately cancelled. For each
The amount and type of damage inflicted is
Ping! roll that fails, the attacker rolls for
recorded on the target’s Character Card using
Damage as usual.
Damage markers. Damage can also produce
additional effects, usually due to special
Dodging Ranged Attacks rules, traits or equipment – these will be
Some special rules and traits (like Acrobat or
covered in the Compendium section, later.
Dodge) allow a model to try to dodge out of
the way of ranged attacks.

34
BATMAN MINIATURE GAME

Some close combat weapons can modify Regardless of modifiers, all natural rolls of
(or replace) the wielder’s Strength for the 1 automatically fail to inflict Damage; on
purposes of Damage rolls. For example, the the other hand, any natural result of 6 is a
Heavy special rule attached to certain melee success.
weapons grants a +1 bonus to Strength. Add
or subtract the modifier from the Damage Damage Markers
roll. Each time Damage is inflicted on a model,
one or more Damage markers will be added
Example: When using a Heavy weapon,
to the target’s Character Card. There are
with a +1 Strength bonus, and the wielder’s
two kinds of Damage markers: Stun (B)
Strength is 4+, you would apply the +1
and Injury (A). One kind or the other (or
modifier to all dice used for the model’s
sometimes both) will be applied depending on
Damage rolls. This effectively decreases the
the model and/or the weapon which inflicted
difficulty by one. The model in this example
the Damage.
would successfully Damage a foe on a score
of 3+ while wielding this weapon.

35
BATMAN MINIATURE GAME
Example: Catwoman attacks one of Penguin’s Damage Accumulation
Thugs with her deadly whip. The whip causes one For every 2 Damage markers of any
Injury and one Stun upon a successful Damage kind accumulated by the same model,
roll, expressed as (AB) on the Character Card. an Action Counter will be immediately
She attacks three times, and makes two successful removed from the Damaged model’s
Damage rolls against the unfortunate Thug. The Character Card. The player controlling the
Thug immediately adds two of each type of marker damaged model may choose which skill the
to his Character Card (AABB) – one of each for Action Counter is removed from. At the
each successful roll. next Raise the Plan stage, a model who has
When a model receives both types of Damage accumulated Damage markers will generate
markers, Injury markers are assigned first, 1 less Action Counter for every 2 Damage
and then Stun markers. Both types of markers on his Character Card.
Damage are cumulative.
At the end of each round, all models
If a model suffers more total Damage can attempt to remove a Stun marker by
markers (Injury + Stun) than its Endurance successfully making a Recovery roll (see
value, excess Damage markers are discarded. Recovery, later).
However, as Injury markers are always
applied before Stun, subsequent attacks Knocked Out (KO)
can replace Stun markers with new Injury As soon as a model accumulates as many
markers. Damage markers (of any type) as its own
Endurance value, they will immediately
get Knocked Out (or ‘KO’). In addition to
Unarmed Damage the rules below, the model is immediately
If a model has no weapons it can still punch, Knocked Down.
kick, bite, etc. Damage caused by this kind of When a model becomes KO, they lose all
attack inflicts only a single Stun marker (B) of their remaining Action Counters for
for each successful Damage roll. the round. A KO marker is placed on its
Character Card to distinguish it from Knocked
Just a Scratch! Down models. The model remains KO until it
Each time you take a Damage roll as part of successfully Recovers.
a ranged attack, 1 Stun marker (B) will be • A KO model cannot generate Action
inflicted on the target for every die that fails Counters in the Raise the Plan phase, and
to Damage. cannot be activated, but it will still have a
chance to Recover at the end of each round.
• A KO model does not confer Ping! rolls.
While KO, a model’s volume is equal to the
area and height of its base.
• A KO model cannot control or contest
Objectives.
• A KO model may not be moved through. It
still occupies the volume of its base.

36
BATMAN MINIATURE GAME
Once a model becomes KO, any additional If you’re rolling Damage against multiple
Damage caused by enemy attacks is only opponents in the same round, roll one Collateral
applied if it is an Injury (A). Surplus Stun Damage die per opponent, not one die per hit
markers (B) are ignored, but still inflict – pool all of the hits that you’re making against
effects such as fire or poison, usually due a single opponent, and add a single Collateral
to special rules or equipment (see later), Damage die to that pool and roll all at the same
but new Injury markers (A) must replace time.
existing Stun markers (B). This may cause
If the result of the Collateral Damage die
the model to become a Casualty.
is equal to any of the Damage dice natural
results (even those that failed), the target is
Coup de Grâce Knocked Down. The only exception is on the
When taking a Damage roll against a KO
result of a 1 on the dice – this will still be a
model, each die that successfully causes
failed Damage roll, and won’t knock the target
Damage permits you to exchange one Stun
down. See the Knock Down effect later.
marker (B) for an Injury marker (A). Use of
this rule is optional.
Critical Damage
For example, a model with Claws makes three If the attacker rolls at least one success with
strikes against a KO enemy, successfully hitting his Damage roll, and the Collateral Damage
and Damaging twice. Each attack causes (AB). die scores a natural 6, the target will receive
However, thanks to the Coup de Grâce rule, those an extra Stun marker in addition to the
two Stun markers are converted immediately normal damage. If one of the normal Damage
to Injury markers, so each strike inflicts (AA) dice was also a 6, then the target is Knocked
instead. Down too!

Casualties Special Criticals (CRT)


If a model ever accumulates a number of Several weapons and/or special attacks may
Injury markers (A) equal to its Endurance produce different effects. Weapons or attacks
value, the model becomes a Casualty and is that possess a special critical effect are
removed from the game immediately. denoted with ‘CRT’ in their description (such
as the Joker’s poisoned knife – nasty).
Collateral Damage CRT effects are unique to particular items
When making a Damage roll, the player
and attacks, and have a variety of effects,
should also roll a Collateral Damage die.
listed on the model’s Character Card. The
Only one Collateral Damage Die is rolled,
listed CRT effect may replace the extra Stun
regardless of the number of hits. This die
Damage when Critical Damage is inflicted if
should be a different color or size to make it
you choose.
easier to pick it out, and it should be rolled
together with the rest of the dice in the For example, if you score a successful
Damage roll. However, the result of the critical hit, and your attack had the CRT:
Collateral Damage die does not cause Casualty effect listed, the target model will
normal damage, but will instead determine be instantly removed from play as a casualty!
if the damaged model is Knocked Down, If the effect had been CRT: Freeze, then you
or if they receive any critical and/or special would either choose to inflict normal critical
Damage from their attacker. damage, or inflict the Freeze effect instead.

37
BATMAN MINIATURE GAME
Attack Sequence Summary Recovery
In some instances it is important to know At the end of each round, during the Recount
exactly when various rolls are taken and phase, all models with accumulated Stun
when certain rules are triggered while markers, or who are currently KO, may
attacking and defending. The attack sequence attempt to remove a single Stun marker or
(for both close combat and ranged attacks) is recover from being KO by taking a Recovery
as follows: roll. Injury markers cannot be recovered in
this way. There are two types of Recovery
1. Select a target/s.
roll, detailed below.
2. Make Hit rolls.
3. M
 ake any rerolls for failed hits if you are
able.
Recovering from Stun Damage
Models who are not KO, but have accumulated
4. Ping! Rolls (ranged attacks only).
Stun markers, may attempt to remove them.
5. Bodyguard rule or other similar trait.
To recover from Stun Damage, roll 1D6 for
6. Dodge or Block.
each model with at least 1 Stun marker
7. D
 efensive traits that cancel hits (like Bat-
on its Character Card. A result of 4+ will
Armor).
allow the model to remove a Stun marker.
8. M
 ake Damage rolls.
If the model still has unspent SC at the end of
9. M
 ake any rerolls for failed damage and
the round, they may spend them now and roll
collateral die (all at the same time)
one more die per spent SC.Each success will
10. Deal damage and cause KO/Casualty
remove additional 1 Stun marker (B).
NB. The Luck rule can be used before any of these
steps.
Recovering from KO
To recover from KO, the model must instead
take an Endurance roll. If it passes the
roll, remove one Stun marker. The model
will recover from KO but remain Knocked
Down until it is able to stand up. If the roll is
unsuccessful, the model will remain KO.

38
BATMAN MINIATURE GAME
Optional Rule: The Speed Force
The following rules only come into play if one or more of the crews contains Speedster models
such as the Flash, who draw speed-based superpowers from the speed Force.

The Speed Force is an extra dimensional The Speed Force Pool


energy that flows through another plane of The Speed Force pool is a shared pool of
reality, and from which all true ‘speedsters’ counters, from which all models with the
draw their powers. By merging with this Speedster trait draw their power. Models
awe-inspiring source of energy, speedsters with the Speedster trait can ‘steal’ Speed
become capable of feats of speed that even Force counters from the pool to power their
Superman would fail to best. abilities (see the Speed Powers table below).
Speedster models, have access to the At the start of each round, the Speed Force
amazing power of the Speed Force – these Pool replenishes to 10 Speed Force counters.
models have the Speedster X trait. With The pool may never contain more than 10
this trait, X is a number that reflects counters.
the character’s ability to manipulate the
Speed Force – the higher the value, the Speed Force Reserve
more powerful the speedster. This value is Models with the Speedster trait have an
the maximum number of counters that a individual ‘reserve’ for Speed Force counters.
character can pick up from the Speed Force The Maximum number of Speed Force
Pool in the Speed Phase (see below). counters they can store in their reserve
appears next to their Speedster trait – so,
When a model with the Speedster trait is
‘Speedster 3’ means that the model could
in play, the Sequence of Play changes to
hold a maximum of 3 Speed Force counters
incorporate a new sub-phase – the Speed
at any one time.
phase – as follows:
Speedster models do not start with Speed Force
counters – instead, they must take them from
Sequence of Play with Speedsters: the Speed Force Pool, as described below. Their
1 Take the Lead reserve, therefore, starts at 0 (empty). However,
any Speed Force counters a model has that are
2 Speed Phase unused at the end of the round carry over to the
2A Drain Speed Force next round.
2B Spend Speed Force The Speed Force Phase
3 Raise the Plan The Speed Force Phase has two sub-phases:
(A) the Drain Speed Force sub-phase, and (B)
4 Execute the Plan the Spend Speed Force sub-phase.
5 Recount

39
BATMAN MINIATURE GAME
(A) Drain Speed Force Sub-phase (B) Spend Speed Force Sub-phase
If a player has any model with the Speedster Starting with the player who took the lead,
trait in their crew, they may drain Speed each player now chooses one Speedster
Force counters from the Speed Force Pool. model from their crew that currently has
Speed Force counters and wishes to use
Starting with the player who takes the lead,
them.
each player chooses a single model from
The model can spend these counters to
their own crew with the Speedster trait. That
activate Speed Powers from the chart below.
model draws a number of counters from
A model cannot use the same Speed Power
the Speed Force Pool up to the maximum
more than once per round. The effect of
allowed by his reserve. A model can only
the power is resolved immediately; the
drain Speed Force counters once per round.
description in the chart states any conditions
The next player repeats this process with of using the power, and the duration if
his own Speedsters, and play alternates in applicable. A model can spend Speed Force
this fashion until all Speedsters in play have counters only once each round, so when play
drained their Speed Force counters, or until passes to the next Speedster in the sequence,
the Speed Force pool is empty. the opportunity to perform further Speed
Powers is lost.
When the model has spent all the Speed Force
counters it wishes to, the following player
repeats this process, and then players alternate
between their remaining Speedsters until no
more models are eligible to spend Speed Force
counters. A model cannot use Speed Powers if
it is KO.

40
BATMAN MINIATURE GAME
Speed Powers Chart
Speed Power Power & Description Possible
Counter Cost Paradox
1 Muscle Growth: Until the end of the round the character gains No
+1 to its Damage rolls and Strength tests.
1 Fast Combo: For each AC spent in close combat this No
round, this character may strike twice.
1 Super Speed Lvl 1: Move the model up to 4”. No
2 Super Speed Lvl 2: Move the model up to 8”. No

2 Metabolize Wounds: Remove 1 Damage marker (any type) No


from the model.
3 Super Speed Lvl 3: Move the model up to 15”. 5+
Matter Control: Until the end of the round the model either
3 gains the Kevlar Vest and Elusive traits, or may remove the 6+
Poison effect markers.
Molecular Control: Until the end of the round this model can
3 pass through models and scenery elements/solid objects on 6+
the game board, but cannot end his move on another model or
scenery element/object.
Rapid Disarm: Choose one enemy model within 4” – the
4 target cannot use ranged weapons with the Firearm, 6+
Mechanical or Beam special rule for the duration of this
round.
5 Hyper Fast Combo: For each AC spent in close combat this 5+
round, this model may strike three times.
Hyper Speed: Remove the Speedster from play, and
6 immediately place it anywhere on the game board. The 5+
model’s base must be able to fit in the new location.
NB. Some Speedster models have additional Speed Powers available to them – these will be clearly
marked on the model’s Character Card.

41
BATMAN MINIATURE GAME
Fatigue Paradox
Using the Speed Force can sometimes have
While a model with the Speedster trait has unwanted side effects, both physically and
no Action Counters remaining, it suffers -1 to temporally, as time stream paradoxes take
Movement and Defense Basic Skills. their toll. In the Batman Miniature Game,
we represent these drawbacks with the
Paradox table.

Paradox Table
2d6 Paradox Effect
Result
2 Switch Timelines: Remove the model from play as a casualty.

3 Wh… What Happened? Your opponent place the model anywhere on the gaming area
– the model’s base must be able to fit in the new location.
4 Disorientated: The model cannot be activated this round.
5 Exhausted: The Model cannot use MC during this round.
6-8 Too Tired: The model is Knocked Down and receives (BB) Stun Damage.
9 Surprised: The model suffers a -2 penalty to its Defense until the end of the round.

10 Too Fast...: Your opponent moves this model anywhere up to 12” away. The model
cannot be forced to Fall, or spend any Action Counters during this move.
Huh… Yesterday Again? Your opponent place the model in contact with a board
11 edge– the model’s base must be able to fit in the new location. The model cannot be
activated this round.
BLACK FLASH APPEARS! An opponent places a model representing Black Flash in base
12 contact with a board edge of their choice. Black Flash is under their control for the
remainder of the game. If Black Flash is already in play, roll again on this table – he
will only pursue one Speedster at a time!

42
BATMAN MINIATURE GAME
When a model uses a Speed Power with a Once the Paradox has been resolved,
possible Paradox (as shown in the Speed assuming the Speedster continues in play, the
Powers chart, earlier), the owner of the Speed Power automatically fails, the Speed
Speedster model must roll 1D6. If this dice Force counters used to power it are lost, and
score equals or beats the value shown on the play passes to the next Speedster.
chart, then the player must immediately roll
2D6 on the Paradox table, below, and apply
the result.

43
BATMAN MINIATURE GAME
Configuring Your Crew
Now that you’ve familiarized yourself with the basic rules, it’s time to put together a crew and
take to the mean streets of Gotham City.

Set Reputation Limit Rank


First of all, players must agree on how much All models have one of the following ranks:
Reputation (or ‘Rep’) each of them can spend
Leader
on configuring their crew. Usually both
Sidekick
players’ crews will be of an equal Reputation
Free Agent
value. The ‘standard’ Reputation limit for
Henchman
most games is 350, giving you a balanced
Legend
game that you can play in less than a couple
Vehicle
of hours. For quicker games, 150 Reputation
is about right. For longer games featuring a This rank determines your crew’s
wider range of models, try a 450 Reputation configuration as follows:
limit.
• You can only include 1 Leader in your crew.
Once you’ve decided on the size of the game, If you choose a Leader model, it must be
you can start choosing your crew’s models. the Boss, as described above.
Remember that the sum of all the model’s • You may only include 1 Sidekick, unless
Reputation values can never exceed the you choose a Sidekick as your Boss in
established Reputation limit. which case you may include a second
Sidekick.
Leader and Affiliation • You may only include 1 Free Agent for
Each player must nominate one of their every full 150 Reputation in your agreed
models as their crew’s ‘Boss’ – this is the Reputation limit.
character in overall charge of the crew during • You may include any number of Henchmen,
the scenario. The Boss must be chosen but may not include more than one with
from those models that are ranked as either the same name.
‘Leader’ or ‘Sidekick’. • To hire a Legend, you need to spend 1
Legend point per model with the Legend
The rest of the models in the crew must
rank. Each player has 1 Legend point per
be of the same Affiliation as the Boss. If a
350 full rep points. The Legend rank often
model has an ‘Unknown’ affiliation, it may be
appears with other ranks (such as Vehicle)
included in any crew.
on a Character Card. The model with
Legend and another rank awards VPs as a
Legend, but uses all the special rules that
apply to both its ranks.
• You may include 1 Vehicle for every full 150
Reputation in your agreed Reputation limit.

44
BATMAN MINIATURE GAME
When a model has more than one Rank in
their model card, the player may choose the
Equipment and Funding ($)
For every 150 Reputation or part thereof, you
Rank in the configuration of the Crew and
receive $500 of funding. So, in a 100-Rep
during the game as long as you follow the
game, you have $500 to spend. In a 350-
normal rules for configuring your crew. For
Rep game, you have $1500. In a 460-point
example, Captain Cold could not choose to
game, you have $2000, and so on. This total
use the Sidekick rank if he was not included
amount of funding is spent on equipment
in a Mr. Freeze crew as his Rank is Free
(and some models) for your crew.
Agent or Sidekick Mr. Freeze.
If a model in your crew has a Funding ($)
value, then this value is deducted from the
amount of funding available to you.
Rank Special Rules Example: Agent Ron is a Henchman with a
Leader Traits Funding value of $300, and a Reputation of 25. If
Models with the Leader rank (but not a you choose him in a 350-point game, the amount
Boss who is a Sidekick) gain several special of Funding available to you is reduced by $300
rules (see Traits, in the accompanying ($1500-$300 = $1200). Not all models have a
Funding value, and therefore they do not reduce the
compendium). Friendly Henchmen within 4” of amount of $ available to your crew.
the Leader can use the Let’s Go! Trait without
spending SC. Leaders also gain the Inspire Once you have chosen all the models you
can, up to the Reputation limit for the game,
trait. Finally, Leaders can reroll any failed any remaining $ may be spent on additional
Willpower roll, but must always accept the equipment for the Henchmen in your crew.
second result even if it is worse than the first. See the Equipment lists for details.
Sidekick Traits
Friendly Henchmen within 8” of this model Bosses and Funding
may reroll failed Let’s Go! rolls.
When you recruit a Sidekick or Leader model
Henchman Traits as your crew’s Boss, the model’s Funding
All Henchmen gain the Let’s Go! Trait (see value is reduced to $0. This rule is in addition
Traits, in the Compendium section). to Affiliation rules.

45
BATMAN MINIATURE GAME
Finally, each piece of equipment in the lists
Equipment has a number or range of numbers (such as
Henchmen have several options of available
0-2) before its name. This is the limitation
weapons or equipment, depending on their
on the number of those items that can be
crew’s affiliation. A Henchman may only
purchased for your crew.
choose equipment from their crew’s list
(which can be found in the accompanying NB: If an item of equipment bestows a trait, a
compendium), deducting the cost from the model cannot have the same trait more than once.
$ available to him (and/or from the crew’s
Funding stash). A Henchman may not select Special Equipment and Upgrades
the same item twice. Some special items of equipment, as well as
certain special upgrades, can only be taken
The $ cost listed next to each item of
by a crew if a particular named character is
equipment is the price per item (so if you
included.
buy two flares for your Joker Crew, these
cost $300 each, not $300 for the pair). Once In addition, some special upgrades may
purchased, the new equipment is treated just be taken by a model of a Rank other than
like the Henchman’s normal equipment and Henchman, if the option specifically states so
rules. You may like to note the items on the (for example, a Bruce Wayne model may take
Henchman’s Character Card (using a pencil, an Upgraded Batsuit, even though Leaders
so you can re-use the same card in later cannot normally purchase Equipment).
games and change the equipment if you need
to).

46
BATMAN MINIATURE GAME
• 0-1 Kevlar Cowl ($250) (Can only be
EQUIPMENT LISTS purchased by Bruce Wayne): Model gains
The Brave and the Bold Immunity to CRT.
• 0-2 Magazine ($200): +1 to Ammunition • 0-1 EMP ($100): Model Gains the EMP
for one weapon. rule.
• 0-2 Flashlight ($100): Model gains the • 0-1 Batman Inc. ($400+3 Rep Points) (Can
Lantern rule. only be purchased by Sidekicks or Free
• 0-2 Handcuffs ($200): Model gains the Agents): Model gains the Bat-Armor MKII
Arrest rule. rule. A model cannot have more than one
• 0-2 Whistle ($200): Model gains the Halt/ Bat-Armor rule.
Stop rule. • 0-1 Martial Arts Training ($100+2
• 0-1 Street Patrol ($50): Model gains the Rep Points) (Can only be purchased by
Street Guy rule. Sidekicks or Free Agents): Model gains the
• 0-1 Intensive training ($100): Model gains Martial Artist rule.
the Teamwork:1 (All) rule. • 0-1 Mentor ($200+3 Rep Points) (Can only
• 0-2 Radio ($100): Model can reroll failed be purchased by Sidekicks or Free Agents):
Let’s Go! rolls. Model gains the Hidden Boss rule.
• 0-1 Antidote ($100): Model is immune to • 0-1 Hidden Magazine ($300) (Can only be
the Poison effect. purchased by Sidekicks or Leaders): +1 to
• 0-1 Grapple-gun ($200): Model gains the Ammunition for one weapon.
Batclaw/Grapple-gun rule. • 0-1 AK Batmobile Synchronizer ($0) * (Can
• Helmet ($300): Model gains the Hardened only be taken by Batman: Arkham Knight):
rule. If Batman Arkham Knight drives the AK
• 0-1 Patrol Training ($150): Model gains the Batmobile, the Batmobile gains Transport
Undercover rule. (2,0) and it does not lose RoF for moving.
• 0-1 Gas Mask ($100): Model gains the Gas • 0-1 Morality ($50) (Can only be purchased
Mask rule. by Batman): Model gains Moral Compass
• 0-2 Riot Gear ($150): The models gains the and Demotivate rules.
Football Gear rule. Equipment marked * cannot be affected by the
• 0-1 Medic ($150): model gains the Medic Broken Equipment rule.
rule.
The following options may be taken only
• 0-2 SWAT Special Training ($100): If the
when a model with Name: Dick Grayson
model has Elite (SWAT) trait you can
is in the crew:
choose one of these options:
• 0-1 Circus Training ($300+5 Rep Points):
- Model gains the Tracking rule.
Model gains the Acrobat rule.
- Model gains the Precise Aim rule.
• 0-1 Runner ($100): Model gains the
The following options may be taken only Tireless rule.
when a model with Name: Bruce Wayne is in
The following option may be taken only
the crew:
when a model with Name: Oliver Queen is
• 0-1 Upgraded Batsuit ($100) (Can only be
in the crew:
purchased by Bruce Wayne): Model gains
• 0-1 Command Center Support ($250):
+1 to Endurance.
Model gains the Scheming:2 rule.
• 0-1 Tactical Gloves ($50) Only can be taken
by Oliver Queen, gains Reinforced Gloves
rule.

47
BATMAN MINIATURE GAME
The following option may be taken only The following option may be taken only
when a model with Name: Roy Harper is in when a model with Name: Selina Kyle is in
the crew: the crew:
• 0-1 Hi-Tech Ammo ($150+2 Rep Points): • 0-1 Feline Stalk ($200): Model gains Tracking
One of the model’s ranged weapons gains rule.
CRT: (AA).
The following option may be taken only
The following option may be taken only when a model with Name: Gillian B. Loeb
when a model with Name: Kathy Kane is in is in the crew:
the crew: • 0-1 Bribe ($150): Model gains the Informer
• 0-1 Officer training ($100+2 Rep Points): rule.
Model gains the Follow Me! rule. Equipment marked * cannot be affected by the
Broken Equipment rule.
The following option may be taken only
when a model with Name: Tim Drake is in
the crew:
JOKER CREW
• 0-2 Magazine ($200): +1 to Ammunition
• 0-1 Inspiring Presence ($250) (Can only be
for one weapon.
taken by Tim Drake): Model gains Leadership
• 0-2 Grapple-gun ($300): Model gains the
rule.
Batclaw/Grapple-gun rule.
The following option may be taken only • 0-2 Clown Paint ($150): Model gains the
when a model with Name: Barbara Gordon Distract rule.
is in the crew: • 0-2 Flare ($300): Model gains the Flare
• 0-1 Oracle ($200) (Can only be taken by rule.
Batgirl): Model gains Exhaustive Planner • 0-1 Neurotoxic Drugs ($250): Model gains
rule. the Fast and Dodge rules.
• 0-1 Improvised Armor ($150): Model gains
The following option may be taken only
the Hockey Gear rule.
when a character with Alias: Red Hood
• 0-1 Gas Mask ($100): Model gains the Gas
(Arkham Knight) is in the crew:
Mask rule.
• 0-1 Deadly Weapons ($150+2 Rep points)
• 0-1 Antidote ($100): Model is immune to
(Can only be taken by Red Hood Arkham
the Poison effect.
Knight): Weapons gain the Silencer rule.
The following option may be taken only The following option may be taken only
when a model with Name: James Gordon is when a model with Alias: Joker is in the
in the crew: crew:
• 0-1 Heliport ($150)* (Can only be taken • 0-2 Nerve Gas ($200+3 Rep Points): Model
by James Gordon): When you use the gains the Sturdy rule.
Air Support rule, target an enemy model
The following option may be taken only when
affected by the template, the target receives
a model with Name: Harleen Quinzel is in the
a Ranged attack with ROF 1, the Firearm
crew:
weapon special rule and damage (AA)
• 0-1 Sexy Costume ($300+5 Rep Points):
which ignores the Ping! Rule.
Model gains the Disarray rule.
• 0-2 Sergeant Training ($50): Model gains
• 0-1 Pole Dancer ($100): Model gains
the Order rule.
Escape Artist rule.

48
BATMAN MINIATURE GAME
The following option may be taken only BANE CREW
when a model with Name: Duela Dent is in • 0-2 Magazine ($200): +1 to Ammunition
the crew: for one weapon.
• 0-1 Rusty Tools ($200+2 Rep Points): • 0-2 Grapple-gun ($300): Model gains the
Model gains the Cruel rule. Batclaw/Grapple-gun rule.
• 0-1 Titan Dose ($100): Model gains one Titan
The following option may be taken only
Dose.
when a model with Name: Mr. Hammer is in
• 0-2 Night Vision Goggles ($200): Model
the crew:
gains the Night Vision rule.
• 0-1 Brutal Training ($150): Model gains the
• 0-1 Antidote ($200): Model is immune to
Savage Fighter rule.
Poison effects.
• 0-2 Venom Dose ($100): Model gains one
PENGUIN CREW Venom Dose.
• 0-2 Magazine ($200): +1 to Ammunition
• 0-1 Backpack ($100): Model gains the
for one weapon.
Backpack rule.
• 0-2 Grapple-gun ($300): Model gains the
• 0-1 Gas Mask ($150): Model gains the Gas
Batclaw/Grapple-gun rule.
Mask rule.
• 0-2 Laser Sight ($150): Model gains the
Laser Sight rule. The following options may be taken only
• 0-2 Camo Vest ($300): Model gains the when a model with Name: Bane is in the
Stealth rule. crew:
• 0-2 Radio ($100): Model can reroll failed • 0-1 Venom Laboratory ($100+5 Rep Points)*
Let’s Go! rolls. (Can only be purchased by Sidekicks or
• 0-1 Backpack ($100): Model gains the Free Agents): All model in your crew can
Backpack rule. use more than 1 Titan Dose per game. This
• 0-3 Improvised Armor ($100): Model gains bonus remains in play even if this model is
the Hockey Gear rule. removed from play or leaves the board. Also,
• 0-1 Helmet ($300): Model gains the the cost of Venom Doses in the equipment
Hardened rule. list is reduced to $50.
The following option may be taken only • 0-2 Venom Applicator ($100+2 Rep
when a model with Name: Oswald C. Points): This model can use Titan and
Cobblepot is in the crew: Venom Doses on a friendly model in
• 0-1 Ostentatious Clothes ($200+2 Rep contact.
Points): Model gains the Goad rule.
The following options may be taken only
The following option may be taken only when a model with Name: Bird is in the
when a model with Alias: Penguin (Arkham crew:
Knight) is in the crew: • 0-2 Military Progress ($150) Model gains
• 0-1 Grow in the Street ($150): Model gains Veteran rule.
Plead rule.
Equipment marked * cannot be affected by the
The following option may be taken only Broken Equipment rule.
when a model with Name: Sickle is in the
crew: COURT OF OWLS
• 0-1 Brutal Training ($100): Model gains the The following options may be taken only
Savage Fighter rule. for Henchman and Free Agents models:
• 0-2 Magazine ($200): +1 to Ammunition
for one weapon.

49
BATMAN MINIATURE GAME
• 0-2 Climbing Claws ($200): Model gains The following option may be taken only
the Climbing Claws rule. by models with the Bot trait:
• 0-1 Antidote ($200): Model is immune to • 0-1 Battle Bot ($250+3 Rep Points): Model
the Poison effect. gains the Claws rule.
• 0-2 Camo Vest ($100): Model gains the • 0-1 Shock droid ($50): Model gains the
Stealth rule. CRT: Stunned rule.
• 0-1 C-4 ($300): Model gains the Explosive Gel • 0-1 Improved Chassis MK ($50): The
rule. model gains Tireless rule.
• 0-1 Gas Mask ($150): Model gains the Gas
The following option may be taken only
Mask rule.
when a models with Alias: The Riddler
• 0-1 Grapple-gun ($400): Model gains the
(Arkham Knight) or The Riddler’s Mech
Batclaw/Grapple-gun rule.
(Arkham Knight) is in the crew:
• 0-1 Ancient Weapon ($200): Model’s close
• 0-1 Improved Armor ($250+2Rep points)*
combat weapon attacks gain CRT: Bleed:1
(Can only be purchased by the Riddler):
• 0-3 Genetic Alteration ($100): Model gains
Bots in your Crew gain Light Armor Trait.
the Fast rule.
• 0-1 B.U.C. (Bots Upgraded CPU) ($100)*
• 0-2 Hunter Training ($200): Model gains
(Can only be purchased by the Riddler):
the Tracking rule
The Can you solve this?:X. trait allows you
• 0-2 Ancient Training ($150): Model gains
to place to 8 Clue marker instead of 5.
Master Fighter rule.
• 0-1 Enhanced Servo-engines ($150)* (Can
• 0-1 Mixed Martial Arts ($150): Model gains
only be taken by Riddler’s Mech): Riddler’s
Combat Flip rule.
Mech gains +1 to Movement and Combo:
Mechanic Claw.*
THE RIDDLER CREW Equipment marked * cannot be affected by the
• 0-2 Magazine ($200): +1 to Ammunition
Broken Equipment rule.
for one weapon.
• 0-2 Grapple-gun ($300): Model gains the
Batclaw/Grapple-gun rule.
MR. FREEZE CREW
• 0-2 Magazine ($200):+1 to Ammunition
• 0-2 Flare ($300): Model gains the Flare
for one weapon.
rule.
• 0-1 Grapple-gun ($150): Model gains the
• 0-2 Enigma Data-Pack ($150): Model gains
Batclaw/Grapplegun rule.
the Distract rule.
• 0-2 Bulletproof Vest ($150): Model gains
• 0-1 Broken Equipment ($250): Before
the Bulletproof Vest rule.
Phase A of the pre-game sequence choose
• 0-1 Med-pack ($300): (Cost 2SC to use)
one item of equipment purchased by the
Once per game remove 2 Damage markers
opposing player before the game begins.
from a model in contact with this model.
That item may not be used during the
• 0-1 Scope ($300): One of the model’s
game.
ranged weapons gains the Scope rule.
• 0-1 Gas Mask ($200): Model gains the Gas
• 0-1 Gas Mask ($150): Model gains the Gas
Mask rule.
Mask rule.
• 0-1 Cool Generator ($300): Model gains
the Stop! rule.
• 0-1 Improvised Armor ($150): Model gains
the Hockey Gear rule.

50
BATMAN MINIATURE GAME
The following option may be taken only The following option may be taken only
when a model with Name: Victor Fries is in when a character with Name: Jason Todd is
the crew: in the crew:
• 0-1 Freeze Generator ($150): Model gains • 0-2 Radio ($50): Model can reroll failed
Shockwave rule. Let’s Go! rolls.
• 0-2 Engineer Training ($100): Model gains • 0-1 Hidden Magazines ($200) (Only can be
Handyman rule. taken by Jason Todd): +1 Magazines to one
• 0-1 Cryo-Blast ($50): model gains Bluff weapon.
rule. • 0-1 Cybernetic Arms ($50) (Can only
Equipment marked * cannot be affected by the be purchased by the Jason Todd): Gains
Broken Equipment rule. Reinforced Gloves. rule.
• Arkham Knight Secret Armoury ($100): One
MILITIA CREW ranged weapon of this model gains the Acid
• 0-2 Magazine ($200): +1 to Ammunition rule.
for one weapon. • 0-1 Hook Pistol (400$) (Can only be
• 0-2 Antidote ($150): Model is immune to purchased by the Jason Todd, and only if he
Poison effect. is the Boss): Gains the Batclaw/Grapplegun
• 0-1 Titan Dose ($100): Model gains one Titan and the following ranged weapon:
Dose.
• 0-1 Neurotoxic Drugs ($250): Model gains Electric Mechanical /
the Fast and Dodge rules. Hook BB 1 2 Electric / S.Range
/ Devastating
• 0-2 Camo Vest ($300): Model gains the
Stealth rule. The following option may be taken only
• 0-3 Gas Mask ($150): Model gains the Gas when a model with Name: Slade Wilson is in
Mask rule. the crew:
• 0-1 Grapple-gun ($300): Model gains the • 0-1 Martial Training ($150): Model gains
Batclaw/Grapple-gun rule. the Martial Artist and Master Fighter rules.
• 0-1 Contract ($0)* (Only can be taken by
The following option may be taken only Slade Wilson): Gains rank Militia (Sidekick).
when a model with Alias: Scarecrow Equipment marked * cannot be affected by the
(Arkham Knight) is in the crew: Broken Equipment rule.
• 0-1 Fear Gas Dispenser ($250): Model
gains the Inspire Fear rule. CENTRAL CITY VILLAINS CREW
• 0-1 Secret Laboratory ($100+2Rep points)* • 0-2 Broken Equipment ($400): Before
(Can only be purchased by Scarecrow): Phase A of the pre-game sequence choose
Scarecrow Gains the Scientific Trait. At the one item of equipment purchased by the
start of the game you can chose up to 2 opposing player before the game begins.
henchmen in your crew. These models let That item may not be used during the
you use Scarecrow Inspire Fear from those game.
models position as if Scarecrow would • 0-2 Ancient Weapon ($200): Model’s close
be placed over there. The Willpower roll combat weapon attacks gain CRT: Bleed:1.
caused by any Inspire Fear suffers a +2 • 0-1 Antidote ($100): Model is immune to
Penalty to the roll (not cumulative with any the Poison effect.
Discourage penalty). The Counters lost due • 0-1 Grapple-gun ($300): Model gains the
to terror rule are chosen by the Scarecrow Batclaw/Grapple-gun rule.
controller. • 0-1 Hunter Training ($200): Model gains
the Tracking rule.

51
BATMAN MINIATURE GAME
• 0-1 Passage ($200): Model gains the • 0-2 Bow ($150)*: model gain the next weapon:
Undercover rule.
• 0-1 Primal ($150): Model gains Feral rule. Bow AA 1 2 Mechanical / Aim
• 0-1 Neurotoxic Drugs ($250): Model gains
• 0-2 Katana ($100+5 Rep Cost)*: model
the Fast and Dodge rules.
gain the next weapon:
LEAGUE OF ASSASSINS
• 0-2 Magazine ($200): +1 to Ammunition
Katana AA - - Handy / Sharp
for one weapon.
The following option may be taken only
• 0-1 Loyalty Tattoo ($200): Model gains the
when a model with Alias: Lady Shiva is in
Bodyguard rule.
the crew:
• 0-1 Climbing Claws ($100): Model gains
• 0-1 Unarmed Combat Training ($150):
the Climbing Claws rule.
Model gains the Close Combat Master rule.
• 0-1 Trained in the Shadows ($300): Model
gains the Hidden rule.
The following option may be taken only
• 0-1 Gas Mask ($150): Model gains the Gas
when a model with Alias: Cheshire is in
Mask rule.
the crew:
• 0-1 Grapple-gun ($400): Model gains the
• 0-1 Poison Training ($50): Model gains the
Batclaw/Grapple-gun rule.
Poison Master rule.
• 0-2 Combat Bracers ($150): The model’s
Equipment marked * cannot be affected by the
close combat weapons and unarmed attacks
Broken Equipment rule.
gain the Defensive weapon special rule.
• 0-1 Venom Dose ($100): Model gains one
Venom Dose.
GOTHAM CITY SIRENS CREW
• 0-2 Titanic Mutation1 ($150): Model gains
• 0-1 Precise Orders ($150): model gains
one Titan Dose.
Chain of Command.
• 0-1 Sense Mutation1 ($100): Model gains
The following option may be taken only the Night Vision rule.
when a model with Name: Ra’s Al Ghul is in • 0-2 Extra Spores1 ($200): +1 to
the crew: Ammunition for one weapon.
• 0-2 Ancient Weapon ($150+1 Rep Point): • 0-2 Spikes Mutation1 ($200): Model gains
Model’s close combat weapon attacks gain the Claws rule.
CRT: Bleed:1. • 0-1 Luminescent Mutation1 ($100): Model
gains the Lantern rule.
The following option may be taken only • 0-1 Large Roots1 ($200): Models moving
when a model with Name: Talia Al Ghul is within a 4” radius of this plant suffer
in the crew: Impaired Movement.
• 0-1 Shadow Training ($200): Model gains • 0-1 Grapple-gun2 ($300): Model gains the
the Undercover rule. Batclaw/Grapple-gun rule.
The following option may be taken only
when a character with Name: Nyssa Al
Ghul is in the crew:
• 0-1 Bow Training ($100): Model gains the
Shooter rule.
• 0-1 Traditional Way (0$)* (Can only be
chosen when Nyssa Al Ghul Arkham
Knight is the Boss): this Crew can´t recruit
models with weapons with firearm or beam
rules, instead this Crew Affiliate Henchman
can buy this equipment:

52
BATMAN MINIATURE GAME
• 0-1 Camo Vest2 ($300): Model gains the ORGANIZED CRIME
Stealth rule. • 0-3 Magazine ($150): +1 to Ammunition
• 0-1 Mutation Serum2 ($200+3Rep. for one weapon.
points): Model gains the Tough Skin and • 0-1 Bribe ($100): Model gains the Informer
Desensitized rules. rule.
• 0-2 Mutant alterations2 ($150+2Rep. • 0-1 Kevlar Vest ($300): Model gains the
points): Model gains the Adaptable rule. Kevlar Vest rule.
• 0-3 Corrosive Blood ($50): When this • 0-2 Grapple-gun ($250): Model gains the
model becomes a casualty, all models in Batclaw/Grapple-gun rule.
Contact must pass an Endurance roll or • 0-1 C-4 ($250): Model gains the Explosive
receive (A) Damage. Gel rule.
• 0-1 Gas Mask ($150): Model gains the Gas
The following option may be taken only
Mask rule.
when a model with Name: Dr. Pamela
• 0-1 Silencer ($200): One of the models
Lillian Isley is in the crew:
ranged weapons gains the Silencer rule.
• 0-1 Modified Pheromones3 (5 rep Points
• Mechanic ($100) Model gains Repairman
+$150) (Can only be purchased by Leader,
rule.
Sidekicks or Free Agents): All models in
• 0-2 Brass Knuckles ($200): Model gains the
the crew with the Control Pheromones
Reinforced Gloves rule.
rules can choose up to 2 enemy models
• 0-1 Lock picks ($100): Model gains the
instead of 1 when using the Control
Runaway rule.
Pheromones Trait. (Note: If this model is
• 0-2 Backpack ($100): Model gains the
removed from play, your models lose this
Backpack rule.
Bonus).
• 0-2 Morphine ($150): Model gains the
• 0-1 Ancient Plants1,3 ($200+40Rep.
Sturdy rule.
points): Model gains Large, +1 all Basic
• 0-1 Rusty Tools ($300+3 Rep Points):
Skills except Endurance, +4 Endurance,
Model gains the Cruel rule.
Tough Skin, and the next Trait:
Millennia-old Roots: The action area radius • 0-2 Bulletproof Vest ($150): Model gains
is increased to 6”. the Bulletproof Vest rule.
The following option may be taken only The following option may be taken only
when a model with Name: Alec Holland is when a model with Name: Roman Sionis is
in the crew: in the crew:
• 0-1 Passage ($200): Model gains the • 0-1 Psychotic ($150) (Can only be
Undercover rule. purchased by Black Mask): Gain Protect
Me! rule.
1 Only Plants can purchase this equipment.
2 Plants cannot purchase this equipment.
3 This Equipment cannot be affected by the Broken
Equipment rule.

53
BATMAN MINIATURE GAME
The following option may be taken only The following option may be taken only
when a model with Name: Carmine when a model with Name: Dr.Jervis Tetch
Falcone is in the crew: is in the crew:
• 0-1 High Confidence ($200): Model gains • 0-1 Broken Equipment ($250): Before Phase
the Sturdy and Mobster rules. A of the pre-game sequence choose one item
of equipment purchased by the opposing
The following option may be taken only
player before the game begins. That item
when a model with Name: Salvatore
may not be used during the game.
Maroni is in the crew:
• 0-2 Weird Device ($200): Model gains the
• 0-2 Mafia ($100): Model gains the Criminal
Goad rule.
rule.
• Trained Mind ($100): Model gains
The following options may be taken only Desensitized rule.
for Elite Gangster model: • 0-1 Rhyme with Me ($200): Model gains
• 0-1 Old-School Training ($50): Model gains Disarray rule.
the Veteran rule. • 0-3 Masks of Wonderland ($200): When
• 0-1 Loyalty Tattoo ($100): Model gains the choosing this equipment, choose only one
Bodyguard rule. of the following masks:
0-1 Queen of Hearts mask: model gains
The following options may be taken only
Assassin:1 and Order rules.
when a model with Name: Harvey Dent is
0-1 White Rabbit mask: model gains Fast and
in the crew:
Tireless rules.
• 0-1 VOTE HARVEY DENT Banner
0-1 Cheshire Cat mask: model gains Stealth and
($350+5 Rep Points): Your Leader´s
Climbing Claws rules.
Inspire rule has a 8” radius instead of 4”.
• 0-1 Gunslinger ($150): model gains Dirty
The following option may be taken only
Fighter rule.
when a model with Name: Alexander
Joseph Luthor is in the crew:
• 0-2 Jump-Pack ($400) (Can only be
purchased by models with the Cybernetic
rule): Model gains the Fly rule.

54
BATMAN MINIATURE GAME
Scenarios
Once you have everything you need to play, it is time to set up a Batman Miniature Game
scenario! A scenario is a framework for the game, providing the essential Information that
allows you to set up your scenery, deploy your crew, and achieve the objectives required for
victory.
To begin with, players should each roll a D6, rolling off until one player has rolled higher than
the other. This player goes first in each of the pre-game sequence steps, detailed below.

Pre-Game Sequence The Pre-Game Sequence Explained


A) Scenario Selection A) Scenario Selection
Once the scenario is selected, the players
A1) Declare all Strategies to be used in the
must agree on how to place all of the
game
terrain elements at their disposal, taking
A2) Use any Strategies related to this
care to decide which, if any, elements can
phase
be Manipulated (such as doors, windows,
A3) Choose or randomly select scenario
vaults, computer consoles, etc.) and the
B) Urban Furniture result/s of doing so, if they are not covered
B1) Use any Strategies related to this by the scenario rules. It is important that
phase both players agree on the deployment zones
B2) Generate and place Sewers and distribution of terrain before the game
B3) Generate and place Lampposts begins and that neither player is significantly
disadvantaged by the terrain.
C) Crews
C1) Use any Strategies related to this B) Urban Furniture
phase In this pre-game phase, players must
C2) Randomly decide who will deploy first generate key pieces of urban furniture, which
C3) First player deploys half of their crew are then placed on the gaming area to provide
C4) Second player deploys half of their strategic points for the game.
crew
C5) First player deploys the remaining
Sewer Markers
Sewer markers are circular markers, mounted
members of their crew
on a 30mm base. At the beginning of the
C6) Second player deploys the remaining
game, and before any models are deployed,
members of their crew
each player takes 3 Sewer markers, and then
D) Objectives take it in turns to place them on the board.
D1) Use any strategies related to this Sewer markers may be placed anywhere on
phase the gaming area where the base fits, at least
D2) Alternate placing Objectives 4” from any other Sewer marker, and no
D3) Deploy undercover models closer than 2” to the edges of the board.
D4) Deploy hidden models
D5) Deploy seed markers

E) Start Playing!

55
BATMAN MINIATURE GAME
Entering and Exiting Sewers Lampposts are considered obstacles, and can
To enter a sewer a model must spend therefore provide Ping! rolls. A Lamppost
1SC+1MC (as payment for both a Special marker has a volume height of 3”. Lamppost
action and Manipulate action). A model can markers can be targeted by attacks, and have
enter a sewer any time during their activation a Defense value of 2. If a Lamppost marker
if they are already in contact with a Sewer is successfully Damaged, remove it from the
marker, or if they move into contact with it game.
during their activation, and pay the Action
NB. Lamppost markers can also be Damaged by the
Counter cost. Then, the model must exit
‘Just a scratch’ rule.
from another sewer: remove the model from
the gaming area and place it immediately in C) Crews
contact with another valid Sewer marker (in Players must divide their crews into two
a position where the model’s base will fit, as groups, each consisting of the same number
usual). The model’s activation then ends. of models, or as close as possible. Toss a coin
or roll a die to decide who deploys first. The
Only one model from each crew can enter a
first player to deploy chooses the deployment
Sewer marker in each round.
area and places one full group of models
A model cannot select a Sewer marker to enter within that area. The other player places one
or exit from if there are one or more enemy of their groups in the opposing deployment
models with the Large or Huge trait in contact area. Afterwards, the first player places their
with the marker. However, if the model second group, and, finally, the second player
seeking to enter or exit a sewer also has the does the same. Some scenarios may vary this
Large or Huge trait, the opponent must have order, or have several areas of deployment to
two Large/Huge models in contact with the choose from; these peculiarities are indicated
marker to block it. in each scenario’s description. Models should
be placed entirely within their deployment
· A KO model can never block a Sewer marker, even
area. In some cases models may need to be
if the model is Large or Huge.
deployed after standard deployment (such
· A model can only enter a sewer once per round. as those with the Hidden or Undercover
traits), these models are not taken into
· Air Ducts must be treated by all means as sewers.
account when working out the total number
of models in your crew for dividing it into the
Lampposts two groups.
A Lamppost is a scenic element or marker
mounted on a 30mm base. At the beginning of
the game, and before any models are deployed,
each player takes 3 Lampposts, and then
take it in turns to place them on the gaming
area. Lampposts can be placed anywhere in
the gaming area, at least 8” from any other
Lamppost marker, and no closer than 2” to
any board edge.
Lampposts illuminate an area with a 4”
radius measured from the center of the base.
You can buy a set of templates from Knight
Models to make it easier to determine the
light radius.

56
BATMAN MINIATURE GAME
D) Objectives Controlling Objectives
Objectives come in various forms, some of In order to control any Objective, you must
which are described below. Unless otherwise have at least one model in contact with it,
specified, they take the form of markers or with no enemy models in contact with either
small scenic elements mounted on a 30mm the Objective marker, or with your model
base. In this sub-phase, each player chooses models but not the other. (For example,
3 Objective markers, but cannot choose more if you have two models in contact with an
than one of each type. The player that started Objective model, and the enemy moves a
deploying their crew first places one of model into contact with one of yours, models
their Objectives; then, players take turns to but not the other the second model still
deploy an Objective marker until all of them controls the Objective). Control of Objective
are placed. Objectives are usually placed markers is based on the final position of
in the opponent’s deployment area, unless every model at the end of the round, during
otherwise specified by the scenario rules the Recount phase. Models that are KO
or the Objective’s own rules (as described can never control or dispute the control
below). Objectives must be placed at least 2” of Objectives. Models may control enemy
away from a board edge or marker (including objectives even if they cannot score VP from
other Objectives). A player cannot deploy them.
Objective markers within 4” of their own
Each Objective states how many Victory
deployment area. When placing Objectives,
Points (VPs) it grants, how they are granted,
follow this sequence:
and who can score them.
1. I f the scenario details where to put the
Loot (1VP to the player who controls it):
Objectives, do so – this overrides the
Loot markers are deployed up to 8” away
Objective placement special rules.
from any enemy deployment zone, on neutral
2. I f not (and the scenario indicates that
ground. Loot can be carried by any model. A
you should use the usual rules), deploy
model carrying a Loot marker is considered
the Objective according to its own special
to be controlling it. To pick up Loot, a model
rules.
must Manipulate the Objective marker. If a
3. I f the Objective has no special rules,
model wishes to move while carrying Loot,
deploy it according to the usual Objective
they must spend 1 additional MC before
deployment rules, above.
the move. A model can only carry one Loot
A player cannot deploy Objective markers on marker at a time. Models may drop the Loot
scenery elements, such as buildings, unless marker any time, and Loot markers may be
the Objective special rules specifically allow stolen like weapons with the appropriate
it. special rules.
Objective markers cannot be removed from If a model carrying a Loot marker drops it
the playing area unless the Objective or or becomes KO or a Casualty, place the Loot
scenario rules state otherwise, although marker in base contact with the model where
some can be carried. They cannot be placed they became KO or in base contact with the
or carried inside sewers. If a model carrying model prior to removing it as a Casualty.
an Objective wishes to enter a sewer, the
Objective must be dropped outside, next to
the Sewer marker.

57
BATMAN MINIATURE GAME
Riddle (Variable VPs to the player that Ammo Crates (3VP to its owner when
solves it): Riddle markers are always taken they control it): Ammo Crate markers are
in pairs – if a player chooses a Riddle as one treated as obstacles with a volume height of
of their Objectives, they therefore take two ½” for the purposes of providing a Ping! roll. A
markers rather than one. Riddle markers model standing in contact with an Ammo Crate
must be deployed at the same time and up to marker may Manipulate it during its activation,
8” away from any enemy deployment zone, immediately restoring an Ammo Magazine used
on neutral ground. A model may attempt to earlier in the game (see Ammo). A model can
solve a Riddle once per round. To attempt to Manipulate an Ammo Crate marker only once
solve a Riddle, a model must be in contact per round.
with the marker, and must Manipulate it.
Titan Container (2VP to its owner when
Roll 1D6 on the table below. When trying
they control it): Titan Container markers
to solve an opposing player’s Riddle marker,
are treated as small obstacles with a volume
your models suffer a -1 penalty to their roll
height of ½” for the purposes of providing a
on the table. Regardless of whether or not
Ping! roll. A model standing in contact with
the roll is successful, the Riddle marker
a Titan Container marker may Manipulate
is removed from play. A model cannot
it during its activation, immediately gaining
Manipulate more than 1 Riddle marker in the
1 Titan Dose (see Traits). A model can
same round.
Manipulate a Titan Container only once per
round.
Riddle Solution Table Medical Supplies (3VP to its owner when
1d6 RESULT they control it): Medical Supplies markers
are treated as small obstacles with a volume
Confounded!: The model is defeated by height of ½” for the purposes of providing a
0-1 Nigma’s fiendish riddle. The model suffers Ping! roll. A model standing in contact with
1(A). a Medical Supplies marker may Manipulate it
during its activation, immediately gaining 1
2-3 Failure: The model gives up. Nothing Narcotics Dose (see Traits). A character can
happens. Manipulate a Medical Supplies only once per
round.
Solved: The model works out the
4-5 solution. The owner of the model WayneTech High Technology (2VP to
the player who controls it): WayneTech
scores 2VP. High Technology markers are treated as
Inspired Solution: The model solves small obstacles with a volume height of ½”
the Riddle and strikes a blow to for the purposes of providing a Ping! roll.
6 Nigma’s plans! The owner of the This marker is deployed up to 8” away from
any enemy deployment zone, on neutral
model scores 4VP. ground. A model standing in contact with
NB. Rolls on the Riddle Solution table may be a WayneTech High Technology marker
re-rolled if your model has the Detective trait. In may Manipulate it during its activation,
addition, models with the Mastermind trait may roll immediately gaining 1 High-Tech Gadget.
2 dice and choose the best result. A model can Manipulate a WayneTech High
Technology only once per round.

58
BATMAN MINIATURE GAME

High-Tech Gadget: A model can use a High- Fire Drum (2VP to the player who
Tech Gadget at the start of the Raise the controls it): Fire Drum markers are treated
Plan Phase. High-Tech Gadget is considered as small obstacles with a volume height of
destroyed when used. Take a D6 roll (a model ½” for the purposes of providing a Ping! roll.
with the Scientific trait can reroll the die). Fire Drum markers are deployed up to 8”
The model gains one of the following traits away from any enemy deployment zone, on
until the end of the round: 1-2: Power Armor; neutral ground. A model standing in contact
3-4: Disruptor; 5-6: Grapple Gun. with a Fire Drum can Manipulate it during
their activation. If they do so, their next close
Ace Chemicals (1VP to its owner when
combat attack gains the Fire/1 effect. A Fire
they control it): Ace Chemicals markers are
Drum illuminates an area with a 2” radius
always taken in pairs – if a player chooses it
measured from the center of the marker.
they therefore take two markers rather than
one. Ace Chemicals markers are treated as
small obstacles with a volume height of ½”
for the purposes of providing a Ping! roll.
Ace Chemicals markers must be deployed at
the same time and up to 8” away from any
enemy deployment zone, on neutral ground.
A model standing in contact with an Ace
Chemicals marker can Manipulate it during
their activation. If they do so, their next close
combat attack gains the Poison effect.

59
BATMAN MINIATURE GAME
Contraband (Variable VPs to the player Safe Boxes (Awards 1VP to the player
who controls it): Contraband are treated who controls it): Safe Box markers are
as small obstacles with a volume height of always taken in pairs – if a player chooses
½” for the purposes of providing a Ping! Safe Boxes as one of his objectives, he
roll. Contraband markers are deployed up to therefore takes two markers rather than one.
8” away from any enemy deployment zone, Safe Boxes are treated as small obstacles
on neutral ground. In the Recount phase, if with a volume height of 1” for the purposes
a model controls this objective roll on the of providing a Ping! roll. Safe Boxes markers
table: are deployed up to 8” away from any enemy
deployment zone, on neutral ground.
1d6 RESULT
Bat-Signal (Variable VP): Only the Brave &
1 Trap!: All models in contact the Bold Crew can choose this objective.
with this marker suffer (A). A Bat-Signal Marker be deployed anywhere in
This is no good…: Nothing the opponent’s deployment zone, including
2 happens. on scenery. If there are no deployment zones,
the opponent may place the Bat-Signal
3 Umm, it’s shiny: The anywhere on the playing surface. A Bat-Signal
controlling player scores 1VP. is treated as a small obstacles with a volume
Look at this weapon!?: The height of 1” for the purposes of providing a
Ping! roll. The Bat-Signal starts in the ‘Off ’
controlling player scores 2VP. state. A Model can manipulate a Bat-Signal
4 During the next round, one to change its status to On or Off. on/off. At
model in contact with the the end of the round, if the Bat-Signal is On,
marker gains +1 to all Hit and the owner Scores 3VP, if the Bat-Signal is Off
Damage rolls. each opponent Scores 1VP. This objective
cannot be affected by strategies.
It’s Payday, guys: The
controlling player scores 2VP. Joker’s Gas Canister (1VP to it’s owner
5 During the next round all when they control it): Only Joker’s Crew
can choose this objective. Joker’s Gas
models in contact with the Canister markers are always taken in pairs.
marker gain +1 to Willpower. Joker’s Gas Canister are treated as small
I’m Rich!: The controlling obstacles with a volume height of 1” for the
6 player scores 3VP. purposes of providing a Ping! roll. When a
model is activated within 2” of a Joker’s Gas
NB. Rolls on this table may be re-rolled if a friendly Canister marker, it must take a Willpower
model in contact with the marker has the Pickpocket roll. If the model fails the roll, it suffers 1
or Handyman trait. Injury Damage (A) with the Gas rule. This
objective cannot be affected by strategies.

60
BATMAN MINIATURE GAME
E) Start Playing Casualties and First KO VPS
Begin the game with Phase 1: Take the When a model is made KO for the first
Lead, and then follow the turn sequence, as time, or removed as a Casualty, a number
detailed before. of Victory Points (‘VPs’) are awarded to the
opposing player. If a model is removed as
End Game a Casualty without first being made KO, it
The game finishes at the end of the round awards the total points for being made both a
indicated in the scenario rules, or if the Casualty and KO!
opposing crew has Run Away.
The number of Victory Points awarded
for each model is dependent on the target
Run Away model’s Rank selected during the game.
At the end of each round, total up the
Reputation cost of all models in a crew Model Rank KO Casualty Total
either removed as Casualties or currently
KO. If those models total 70% or more Legend 6 4 10
of the crew’s starting total, the player Leader 4 2 6
controlling that crew must choose one of
their models still standing and immediately Vehicle 4 2 6
take a Willpower roll on its behalf. If the Sidekick 2 2 4
roll is passed, continue playing as normal
for another round. If the roll is failed, the Free Agent 3 1 4
entire crew flees the battle, and the game Henchman 1 1 2
ends immediately. When a crew flees, the
opposing player takes 4VP for each round
yet to be played, unless both sides Run Away
Winning the Game and Victory Points
When the game ends, the player with most
during the same round, in which case the
VPs is the winner. At the end of each round,
game is a draw.
during the Recount phase, players must
Example: Batman has helped the GCPD give the add any VPs awarded by Objectives and/or
Joker’s thugs a thorough mauling. The Joker’s crew Casualties to their running total. At the end
has lost more than 210 Reputation already, which of the game, add up all VPs obtained during
is more than 70% of its starting value of 300. At each round to determine the winner.
the end of the round, only Joker’s Daughter remains
to take the Willpower roll on 2D6 to remain in the
game. Fumbling the roll with a massive score of 11,
Joker’s Daughter’s nerve breaks, and she is removed
from play at once. As this was round 5 of a 6-round
scenario, Batman’s side gains an extra 4VPs too.

61
BATMAN MINIATURE GAME
bands equivalence
SECOND EDITION LOGO FIRST EDITION
BRAVE & THE BOLD BATMAN, GREEN ARROW, LAW FORCES

JOKER JOKER
GOTHAM CITY POISON IVY
SIRENS
BANE BANE

UNKNOWN UNKNOWN

MR. FREEZE MR. FREEZE

COURT OF OWLS COURT OF OWLS

THE RIDDLER THE RIDDLER

MILITIA SCARECROW
CENTRAL CITY GRODD
VILLAINS
LEAGUE OF LEAGUE OF SHADOWS
ASSASSINS
THE PENGUIN THE PENGUIN

ORGANIZED CRME ORGANIZED CRIME, TWO-FACE, BLACK MASK, LEX


CORP, WONDERLAND GANG

62
BATMAN MINIATURE GAME
Scenario 1: Arrival
The crews fight over the arrival of valuable goods from the black market.
Game Length: 6 Rounds

Objectives Bonus VPs


All objectives must be placed in the 12” Hurry up, take it all!: 3VPs to the first
square central zone (see map). player to control one of his own objectives.
If both players control one of their own
objectives in the same round, then each
player receives 1VP instead.
First Strike: 1VP to the first player to
make an enemy model become KO or be
removed as a casualty.

deployment zone
12”

player A

OBJEcTIVE
DEPLOYMENT
ZONE
deployment zone
player B

12”

63
BATMAN MINIATURE GAME
Scenario 2: Plunder
Two crews know the location of a supply delivery or a reserve of goods of incalculable value
and have to hurry if they want to get it before their rivals.
Game Length: 6 Rounds.

Objectives Bonus VPs


All Objectives must be placed in the 12” The More the Better!: 4VPs to the first
Looting zone (see Map). Each player will player to control two own objectives at
place his on the 6” zone that is further the same time. If both players achieve this
away from his deploy zone. goal in the same round, then no VPs are
awarded.
It’s mine: 1VP if in the last round of the
game you controlat least one of your own
objectives.

4” deployment zone player B

PLAYER A 6”
LOOTING ZONE
12”
PLAYER B 6”
LOOTING ZONE

12”

4” deployment zone player A

64
BATMAN MINIATURE GAME
Scenario 3: Patrol
Every crew works hard to protect its territory. And when the timing is right, they make a
raid on their rivals, too, to let them know who’s boss!
Game Length: 6 Rounds

Objectives Bonus VPs


Objective markers are placed as per the Diversion: 3VPs to any player who has at
normal rules. least one model in the enemy’s deployment
zone when the game ends. This model may
not be the Boss, nor may he be KO.
Noise!: 1VP to the first player to strike an
enemy model.

zone player a
deployment
12”
zone player B
deployment

12”

65
BATMAN MINIATURE GAME
Scenario 4: Skirmish
The time for trash-talking is over. Two gangs have decided to settle their differences on the
city streets, no matter how much chaos ensues.
Game Length: 6 Rounds

Objectives Bonus VPs


Objective markers are placed as per the normal rules. Bring me his Head!: 3VPs to any player if their
opponent’s Boss is KO or a casualty when the game
ends.

Teach them a Lesson!: 2 VPs to any player if, when the


game ends, the combined Reputation value of casualties
from the opponent’s crew is equal to or more than
50% its total Reputation.

8” deployment zone player a

8” deployment zone player B

66
BATMAN MINIATURE GAME
Scenario 5: Secure the Area
A crew has decided to expand its territory, making an audacious grab for a key city
objective. However, their rivals aim to stop them at all costs, and take the territory for
themselves.
Game Length: 6 Rounds

Objectives Bonus VPs


Each player must place one Objective marker in an Hurry up, take it all!: 3VPs to the first player to control
enemy deployment zone, and another in the central one of his own objectives. If both players control one of
zone. All remaining objectives are placed according to their own objectives in the same round, then each player
the usual rules. receives 1VP instead.

Teach them a Lesson!: 2 VPs to any player if, when the


game ends, the combined Reputation value of casualties
from the opponent’s crew is equal to or more than 50% its
total Reputation.
zone player A

zone player B
8” 8”
deployment

deployment
8” 8”

12”

12”
CENTRAL zone
zone player B

zone player A
deployment

deployment

8” 8”
8” 8”

Special Deployment: Each player divides his crew into two groups as normal. However,
players must take it in turns placing alternate groups into each of their deployment zones.

67
BATMAN MINIATURE GAME
Scenario 6: Ambush
It seemed like a routine patrol through the city, but suddenly one crew finds itself
surrounded by enemies. They must fight for their lives to escape.
Game Length: 6 Rounds

Objectives Bonus VPs


Crew B must place an Objective marker in Bring me his Head!: 3VPs to any player if
each of its enemy’s two deployment zones. their opponent’s Boss is KO or a casualty
All other objectives are placed as normal. when the game ends.
First Strike: 1VP to the first player to
make an enemy model KO or a casualty.

4” deployment zone player a

4” deployment zone player B

4” deployment zone player a


Special Deployment: The two crews must be nominated Attacker (Crew A) and Defender
(Crew B). Crew A will always be the crew with the highest number of models. If both
crews have the same number of models, flip a coin or roll a die to decide which is which.
The Attacker splits their crew into two equal-sized groups, and deploys one in each of their
deployment zones. The Defender then places all of their models in the central zone.

68

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