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Batman Game Rules

This document provides the rules and scenarios for playing skirmish games in the Batman universe. Key details include: - Games are played with small groups of miniatures representing Batman and allies/enemies. - Models include Batman and other characters, suspects, and civilians. Table size depends on mini scale. - Core mechanics involve goal rolls of attribute dice to determine success of actions like attacks. Rolling a 6 counts as 2 goals. - Attributes include movement, ranged/melee attacks, defense, and will. Hit points and damage resistance determine injury. - Scenarios set target numbers and damage numbers for tasks and attacks. Opposed rolls pit attributes against each other.

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Scott Cunnington
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100% found this document useful (1 vote)
745 views102 pages

Batman Game Rules

This document provides the rules and scenarios for playing skirmish games in the Batman universe. Key details include: - Games are played with small groups of miniatures representing Batman and allies/enemies. - Models include Batman and other characters, suspects, and civilians. Table size depends on mini scale. - Core mechanics involve goal rolls of attribute dice to determine success of actions like attacks. Rolling a 6 counts as 2 goals. - Attributes include movement, ranged/melee attacks, defense, and will. Hit points and damage resistance determine injury. - Scenarios set target numbers and damage numbers for tasks and attacks. Opposed rolls pit attributes against each other.

Uploaded by

Scott Cunnington
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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BATMAN

INTRODUCTION
BATMAN provides rules and scenarios for playing skirmish games in the dark streets of Gotham City. We join Batman two years
into his vigilante career. The dangerous investigation and desperate combats are ideal for tabletop skirmish and role-playing
games.

Skirmish games allow players to do battle on the tabletop using small groups of miniatures, and empower players to tell a
collective story with their characters as the central players. In order to play BATMAN, players will need these rules, a handful of
six-sided dice (a few different colors or styles of dice will be helpful), and a team containing suitable 15mm or 28mm miniatures.

BATMAN is meant to be played where players are cooperating on the same side against the game. However, it can work with
players creating two distinct sides and battling it out against each other on the streets of Gotham.

MODEL COUNT
As a skirmish game, BATMAN requires only a handful of miniatures. Players will need a single character model each. The
players will also need several figures representing suspects and persons of interest in the investigation. While not strictly necessary
for the game, players should also create approximately 6 crowd markers that contain a variety of civilian models.
These rules refer to models (the figures used to play the game) and characters (the named personalities created by players)
interchangeably.

TABLE SIZE
Players using 15mm figures should use a 2' x 2' (60cm x 60cm) or 3' x 3' (90cm x 90cm) play area. Games of BATMAN using
28mm figures should be played on a 4' x 4' or 6' x 4' terrain surface.
Movement rates in these rules were written with 15mm models in mind, and all measures are in centimeters (cm). However,
BATMAN has been written to just as easily conform to using 28mm scale models. If using the larger scale models, simply convert
all measures from centimeters (cm) to inches. For example, a 15mm character model moves 6cm, while the same character in
28mm will move 6”.

BASING FIGURES
Figures in BATMAN work best mounted on single bases. No matter the scale of figures or the base sizes you choose, not all bases
need be uniform. The benefits and disadvantages of larger or smaller bases will even out over time.
GAME MECHANICS
THE GOAL ROLL
The heart of BATMAN is the goal roll. Most actions in the game require a goal roll, and during every goal roll a model has a
certain number, or pool of dice, which its player must roll. The player rolls the dice and looks for dice rolling 4 or greater (i.e., 4,
5, or 6); this will determine the number of goals collected in that throw. Players ignore dice rolling less than 4.
Models in BATMAN possess four basic attributes and a range of skills and heroic abilities rated by a number of dice. The four
attributes include MELEE, RANGED, DEFENSE and WILL.

Example: Agent Wycowski wishes to strike a suspect using his MELEE attribute. He rolls 5D and gets a 2, 3, 4, 4, and 5, for a
total of 3 goals.

THE POWER OF 6
Rolling a 6 in BATMAN is special. Whenever a model rolls a 6 on a throw it counts as 2 goals.

Example: Agent Wycowski's player rolls his 5D Strength and gets 1, 3, 4, 4, and 6 for a total of 4 goals.

RE‐ROLLS
Some special traits and equipment allow players to re-roll failed dice for their models. For an easy re- minder, the number of re-
rolls allowed on a throw can be noted in parentheses next to the relevant attribute or dice pool. For example, a player running a
character with 5D in Strength and heavy armor would get 2 re-rolls on DEFENSE and note them in the following manner: DR
5D(2). Re- rolls may be used on each throw of the relevant dice pool. A single die may never be re-rolled more than one time on
any given throw.

UNOPPOSED GOAL ROLLS


In an unopposed goal roll, the player rolls a number of dice equal to her model's relevant attribute, and counts up the number of
goals. At least 1 goal is needed to succeed at the minimum level.

Example: Officer Doyle tries to leap a 2cm gap between buildings. She possesses 3D in Strength, and so her player rolls and
scores a 1, 2, and 5, for 1 goal, just enough to make it to the other side.

TARGET NUMBERS AND DAMAGE NUMBERS


Target Numbers represent fixed values that must be matched or exceeded with an unopposed goal roll. This most often reflects
non-combat tasks like finding a hidden suspect or examining a clue. Target Numbers are denoted as “TN#”. TNs are set by a given
scenario, or the power level of a certain model, or they can be created by a neutral game master or GM.
Here are some sample TNs and their relative difficulty levels:

TN1 ROUTINE
TN2 CHALLENGING
TN3 ARDUOUS
TN4 HERCULEAN
TN5 GODLIKE
TNs usually range from TN1 to TN5; anything higher would be ludicrously challenging.

Example: Agent Wycowski attempts to detect a fabricant bumbling around the other side of a plaster wall. It's a TN1 task to spot
a model that is not actively hiding. Wycowski possesses 4D for this, and rolls 2, 3, 3, and 5, for a total of 1 goal. He knows the
careless fab is there!
THRESHOLD ROLLS
Some actions require a certain amount of finesse to succeed. Threshold rolls (also called threshold checks) represent tasks where a
certain amount of restraint is required for a character to achieve their goal. Threshold checks are like unopposed goal rolls in that
they have a TN, but the TN has a number in brackets behind it, called the threshold (Example: TN 3[5]). As normal the TN
number is the minimum goals required to succeed. The threshold in brackets is the maximum goals that can be scored for the
action to succeed. If a player rolls more goals than the threshold, the action fails and may have additional consequences as de-
scribed in the test. Players may choose to roll less than their maximum dice pool in order to prevent rolling over the threshold.

Example: Agent Wycowski is interrogating a suspect on the street. He needs to put pressure on the suspect to get the information
he wants, but not too much or the suspect will clam up. The interrogation test is TN2[4]. Wycowski has a dice pool of five and
decides to roll it all. Wycowski rolls his pool and unluckily rolls 5 goals! He was too persistent in his line of questioning and the
suspect refused to answer any questions.

DAMAGE
There are 2 types of damage that may be sustained by characters – LETHAL and NON-LETHAL.

Rolls of 6 for NON-LETHAL attacks count as LETHAL attacks and still counts as 2 goals.

Unsaved NON-LETHAL damage removes points from the character’s STAMINA track.

Unsaved LETHAL damage removes Hit Points (HP). Saved LETHAL damage is treated as unsaved NON-LETHAL damage.

DAMAGE NUMBERS
Damage Numbers, or DNs, represent a special kind of Target Number in the game. When a character suffers a hit in combat, or
from some other factor like poison gas or a fall, he must roll his DAMAGE RESISTANCE versus a DN set by the weapon or the
circumstance. Section: Actions and Combat explains this in greater detail, but here is a list of sample weapon DNs:

DN2 FIST (NON-LETHAL)


DN3 KNIFE (NON-LETHAL)
DN4 SLUG PISTOL (LETHAL)
DN5 SHOTGUN (LETHAL)
DN6 LARGE CALIBER ASSAULT RIFLE (LCAR) (LETHAL)
DN7 SNIPER RIFLE (LETHAL)

Example: Wycowski suffers an Assault Rifle shot during a firefight at the docks! He must roll his DR versus the LCAR’s DN6
value. If he fails to match the DN number, he’ll suffer the difference in lost HP!

OPPOSED GOAL ROLLS


Some of the most important goal rolls in BATMAN are opposed goal rolls. When one model attacks another, the attacker's
relevant attribute is pitted against the defender's relevant attribute in an opposed contest. The model that gains more goals (dice
rolling 4+) wins the contest, and in the case of combat, might successfully strike or dodge. In some cases, a model's net goals are
added to the effects of its action. For example, in combat, a model that successfully strikes a foe and beats his total by 3+ goals
adds +1 to the attack's DN. In all opposed goal rolls, ties go to the defender.

Example: Agent Wycowski and Freddy the Rat battle atop a flying car! Wycowski attacks with Acrobatics 3, and so his player
rolls 3D getting 1, 4, and 6, for 3 goals. Freddy's player rolls his 3D Acrobatics and gets a 2, 3, and 5, for only 1 goal. Wycowski
wins 3 goals to 1; a solid hit, but not enough to add to the DN!

ROUNDING
Whenever a rule or situation calls for a model to halve a trait, players round numbers up normally. For example, a value of 3
halved is 1.5, which would be rounded up to 2.
THE BASE ATTRIBUTES
BATMAN characters are made up of four primary attributes rated in numbers of dice. These are
Ranged Attack
H2H Attack
Will
Defense
Characters also have a MOVE attribute which is how far the character is allowed to move in an activation.

MOVE
A model's Move value represents the number of centimeters (cm) it may move during its turn. Most characters and hench- men in
BATMAN possess a base Move of 6cm. Certain characters may possess traits that increase or decrease their movement. Models
can charge an enemy, covering extra ground by adding more to their base Move value after a Running test. Various types of
terrain and other special scenario factors can also affect movement. This will be covered in greater detail in Section: Action and
Combat.

HIT POINTS
Hit Points (HP) measures a model's health, or how many hits the model can take before it goes down. Most character models start
the game with 3 HP. Certain character models may possess special traits that alter this base number.

DAMAGE RESISTANCE
A character’s Damage Resistance is equal to 1 + their DEFENSE attribute. When a character gets hit with an attack, his player
rolls this dice pool to resist the damage.

FATE
Some characters possess a will to live that grants them an amazing tenacity and resistance. In BATMAN, this helps to make them
the heroes they truly are.

A model's Fate equals its starting WILL attribute, and represents a number of free dice a model may add to important rolls during
the course of a game round, or use to activate special abilities. A model must announce it is using Fate before any dice are rolled,
and once they have been spent, they are gone for the remainder of that round of the game. A model may not spend more than 3D
of Fate on any single goal roll. A model's Fate dice replenish at the beginning of each game round during the Fate Refresh phase.

Example: Officer Doyle possesses 3D in WILL, and thus has 3 Fate dice available per round. During the course of a game round,
her player could spend 2 of her Fate dice on Doyle's turn to give her a better chance to hit on her attack, saving 1 die for later in
the round in case she suffers an attack.

To efficiently track the usage of Fate for each character during the course of a game round, players should use distinctively
colored Fate dice for each character in the team, and once they have been used, place them aside until the next round. Alternately,
players could employ beads or counters to indicate or track a character's Fate use, and as they are spent during the round, set them
aside.

When announcing the use of Fate dice, the acting player first decides how many his model will employ on the roll, then the
defending player decides how many he or she will use.

SKILLS
Beyond the four primary attributes, characters also have a range of skills which play an important role in defining a BATMAN
character. These may be modified as dictated by circumstances. Also, as a character develops (if playing a campaign) these may
all increase.

HEROIC ABILITIES
Special Traits define alien abilities, extra skills, and weird powers models possess. Many traits are available to models, and all are
listed in Section: Character Creation.
ACTIONS AND COMBAT
ROUNDS AND TURNS
In BATMAN, a round consists of a number of turns equal to the number of character models involved in the battle. Each model
gets a turn to activate.

THE COMBAT ROUND


Like most miniatures games, BATMAN features a specific sequence of events that helps to organize the chaos of heroic action.
This sequence is known as the combat round, or round for short. BATMAN combat round breaks down into four phases:

1.) FATE & STAMINA REFRESH


2.) NPC ACTIONS
3.) INITIATIVE
4.) TAKE TURNS
5.) DRAW EVENT CARD

These five phases transform the chaos of cinematic noir combat into a playable and orderly game turn.

PHASE 1: FATE & STAMINA REFRESH


During this phase of the round, every model that possesses a Fate pool refreshes that pool back up to its starting value.
Players should move their different colored Fate dice back onto their models’ data cards to indicate a refreshed Fate pool.

Example: Agent Wycowski possesses a Fate dice pool of 4D. He starts the game with 4D in his pool, and during the first round,
he spends 2D on various powers and dice rolls. At the beginning of the next round, during the Fate Refresh, Wycowski gets his 2D
of spent Fate back. To effectively track his Fate dice and their use, Wycowski’s player, Sky, uses red D6s for Wycowski’s Fate
dice, and blue D6s for his normal dice.

Also, characters recover their required amount of STAMINA points.

PHASE 2: NPC MOVES


NPCs will always act before the player characters according to their current subroutine. The NPC closest to the investigators acts
first, followed by the next closest, etc. Players may choose which NPC acts first if several are an equal distance. Once activated,
the NPCs roll on their current subroutine. It is not important which player rolls and acts with NPCs, but the duty should be shared
among players to keep everyone involved in the game when it is not their turn. See Section: NPCs for more information.

PHASE 3: INITIATIVE
Players determine who acts first by mutual agreement.

Players move their investigator, and any backup characters that they have attached to them, before moving onto the next player.

PHASE 4: TAKE TURNS


In this phase, each model takes a turn and performs a number of actions. There are five types of actions in BATMAN: Move,
Investigation, Free, Combat, and Special. Models may perform one Move action, and either one Special, one Investigation, or one
Combat action per turn. Models may perform a number of Free actions up to their Logic attribute rating.

PHASE 5: DRAW EVENT CARDS


This phase sets the scene for the following turn, allowing the characters to somewhat plan for what’s coming. It could be nothing.
It could be any number of goons, or a wall might collapse, trapping someone. Draw the top card of the EVENT DECK and follow
the instructions.

ACTIONS
MOVE ACTIONS
Every model in BATMAN gets a Move action during its turn. Models can cover up to a number of centimeters equal to their
Move value. A model may split this up over the course of its turn, interspersing this movement with the performance of other
actions, including Combat.

Example: Agent Wycowski has a Move of 6cm. When his turn comes up, he activates and moves 3cm to attack a damaged
fabricant. He expends his Combat action, makes a solid attack and knocks the robot out of commission. He then moves the
remaining 3cm left on his movement, seeking cover behind a nearby hover car.

MEASURING & BASE CONTACT


Players measure all movement in BATMAN in centimeters (or inches for 28mm scale games), and measurements are taken from
the edge of the model's base to the edge of an opposing model's base (in the case of measuring distances for charges and ranged
combat). Base contact occurs when one model's base touches another model's base. This is normally the only way enemy models
may fight close combat.

PRE‐MEASURING
The fast action of BATMAN does not allow for time for pre-measuring distances. When making ranged attacks or determining
distance for charges, it is up to a player's judgment whether or not he has the range or movement to meet his goal. The intent to
move or attack is first declared, and then range is measured. If the goal is outside the move or range, the model stops short or the
shot goes awry.

FACING
Humans can sense in a 360 degree arc up to a distance of 4cm; beyond that figures can see in a 180 degree arc to their front.
Fabricants sense all around them up to 6cm in addition to their 180 degree frontal arc of sight.

CHARGING/RUNNING
A Charge is a type of Move action. Models who charge make a Stealth + Strength roll and add the number of goals in cm to their
Move value for that turn. A model charges to either cover extra ground, or meet a foe in close combat. Charging models run all
out, and may do nothing else that turn. However, charging models that make it into base contact with another model can make one
attack on the model at +2D.

A model charging a foe must move at least the last 2cm in a straight line in order to receive the +2D bonus. A model that charges
and attacks a foe at the end of its charge is essentially combining its Move and Combat actions for its turn, and can do no other
Combat or Special actions that round. Certain Free actions like searching for hidden models may still be attempted prior to
charging. Models that charge to cover extra ground can do nothing else but move and perform Free actions during their turn.

Charging is the most common method of entering close combat. A model must declare that it is attempting to charge an enemy
model before measuring the distance between them. A model may charge an enemy that it cannot see because of terrain or other
factors, but it must first make a TN2 Perception goal roll to succeed. This roll is a Free action.

Charging models, instead of striking a model in base contact, may also engage a model in an Investigation action. Models that
initiate an Investigation action by charging are at -2D in the first round, as their haste prevents them from taking the time required
to be particularly charming or intimidating.

Models in active hiding cannot be charged unless the would-be charger wins an opposed Perception + Stealth contest. This
opposed goal roll is a Free action. A model that fails to detect an intended target cannot charge it, and may instead choose to
charge another foe, or do something else.

Unlike normal movement, Charge moves may not be split up around other actions. For example, a model with a total charge of
11cm could not charge 7cm into an enemy, take him out on the subsequent attack, then spend the remaining 4cm of its Move
distance to seek cover. A charge represents a total commitment of action toward either covering extra ground or meeting a foe in
close combat, and cannot be split up in the normal fashion.

DIFFICULT TERRAIN
Muddy fields, crowds, and uneven terrain can slow a model down. Models moving through areas designated as difficult ground
move only 1cm for every 2cm of their Move value spent.
Models charging through difficult ground do not receive the normal Charge bonus unless their last 3cm of movement before they
make base contact are in clear terrain.

KNOCKED DOWN/STANDING UP
Models in BATMAN will sometimes find themselves knocked down for one reason or another. Models that are knocked down
must spend 2cm of their Move action to stand up. A model that has been knocked down may not charge the turn it gets up.

Models attacking a knocked down model enjoy +1D to close combat attacks. Knocked down or crawling models enjoy +1D to
their defense goal rolls against ranged attacks.

OTHER TYPES OF MOVEMENT


Several other types of movement might allow characters to interact with unique terrain features or take up enhanced positions on
the battlefield. These count toward the character’s allotted move allowance during its Move action.

CLIMBING
Buildings and walls outfitted with stairs and ladders are treated normally for purposes of calculating distance moved. Climbing a
surface without stairs or ladders is a special kind of movement that halves the model's Move value. A model may not charge up a
vertical surface, and must stop at its base and wait until the next turn to begin its ascent.

CRAWLING
Crawling is a type of movement that may occur after a model drops prone or is knocked down. A model crawls half its Move
score, or if it drops prone in the course of normal movement, half its remaining Move score. Models that crawl and then get up
may use their remaining movement as normal (e.g. a model with 6cm movement that crawls 1cm and then gets up would have
2cm remaining Move). Dropping prone may be done at any point in the move and does not cost any movement.

JUMPING
A model that wishes to jump a chasm or vault an obstacle makes a Strength + Acrobatics goal roll. A model can jump 2cm
horizontally and 1cm vertically for every goal rolled. For normal human models this distance cannot exceed the model's total
Move value, and vertical jumps may never exceed 2cm.

Jumps totaling less than the model's Move value cost the model that much of its movement for its turn. For example, a model with
5cm Move jumps a 3cm chasm, and can then move a total of 2cm more that turn. Horizontal jumps may be combined with the
Charge action, but may not exceed the model's total Move + any extra Charge movement for its turn.

Through the course of its charge a model may attempt to make vertical leaps over any number of intervening obstacles. This
requires the normal Jumping goal roll outlined above, but if the model fails a jump, its movement for that round ends.

Players may not pre-measure the distance needed to jump a chasm or vault an obstacle. Instead the intention to jump is announced,
then the distance is measured and the Strength + Acrobatics goal roll is made. Models that do not score enough goals to make the
jump over a chasm fall. See Falling under Environmental Hazards later in this section.

INVESTIGATION ACTIONS
Investigation actions allow characters to interact with either suspects or evidence on the tabletop.

INTIMIDATE
Some investigators try to get the information they want by means of physical threats and bullying.
Characters may attempt to intimidate a suspect into giving up evidence by rolling their Strength + Will.

QUESTION
The act of interrogating suspects and witnesses by more charismatic means. Characters roll their Perception + Will. This is
opposed by the target’s Perception + Will. Success means that the target gives up one piece of evidence.

NEGOTIATE
Characters use this skill to attempt to convince a hostile target (see Section: NPCs) to surrender peacefully. If the investigators
outnumber the hostile targets on the board, a character may attempt to negotiate the surrender of a suspect. Characters roll their
Intuition, plus any dice they have in the Negotiate skill. This is resisted by the target’s Resolve. Success means that the target
surrenders and is considered captured.

PROCESS EVIDENCE
Characters can try to derive Evidence Points from an inanimate object (a murder scene, computer terminal, etc. ). Characters roll
their Logic, plus any dice in their Process Evidence skill. Success means that the character derives an Evidence Point from the
object.

FREE ACTIONS
Free actions require little time to complete and usually involve the model trying to quickly sense its surroundings. There are two
major types of Free actions anyone can do, but certain special traits might require a Free action, and those will be discussed in
Section: Character Creation.

NOTICE
Most Notice checks using the Deduction + Notice skill attribute are Free actions. A model may perform a number of Free actions
equal to its Deduction attribute. A Notice check most often occurs when a model is trying to spot a hidden or out of sight model.

DROPPING PRONE
At any time during its turn a model may drop prone as a Free action. Dropping prone immediately ends any Charge action, but
normal Move actions may continue at a crawling pace (see Crawling above).

SPECIAL ACTIONS
These are actions that cover a wide array of options on the tabletop.

OPENING/FORCING DOORS
Models may use a Special action to attempt to force open a locked or stuck door. Depending on the scenario or situation, a locked
or stuck door will have a TN assigned to it that reflects the difficulty in breaking it down. Models wishing to force such a door
open must make a Strength goal roll and match or exceed the door's TN. If they exceed the TN by 2+ goals, the door is shattered.

A standard, low-tech wooden door might have TN2, while a reinforced door might have TN3, or even TN4. High-tech bulkhead
doors could easily count as TN5 or higher.

A model may also open a sealed high-tech door using a Technology special trait check. Generally, this will require a TN3 or TN4
Deduction check.

If the scenario dictates that it is permissible, it requires a Special action for a model to bar or block a door, and this must be done
while within 1cm of the door.

HIDING
A model that ends its turn in some sort of cover may choose to hide as a Special action. A hiding model cannot be charged or
targeted by ranged attacks unless the potential attacker wins an opposed Notice vs.
Reaction contest with the hiding model. Once a model chooses to hide, its turn has ended. Attempting to spot a hidden model
counts as a Free action. Models hiding in hard cover receive +2D to this contest, and models hiding in soft cover receive +1D (See
Cover below).

Hiding models may move normally. Performing a Combat action reveals the hiding model.

NPCs do not count hiding officers when calculating outnumbering for the purpose of determining what subroutines they act under
(see Section: NPCs).

Unless otherwise stated in the scenario, player characters are considered hidden at the beginning of scenarios from NPCs.

USE ITEM/PICK UP OBJECT


This is a catchall action category that allows models to interact with terrain objectives and objects in the field of play. Some
scenarios may call for the use/activation of a particular item (terminal, medical kit, etc.), which could involve a HACK or WILL
check.
Picking up an item always counts as a Special action unless a scenario dictates otherwise. Using an item can either be a Free
action or Special action, usually as the scenario dictates.

Some of these actions require goal rolls, and some require only the expenditure of a Special action. The requirements of specific
actions in this category will be covered in the relevant scenario descriptions.

COMBAT
There are two types of combat in BATMAN: close combat and ranged combat. Both involve opposed goal rolls. A model may
expend its Combat action to do one of the two, but not both. In BATMAN, an attack goal roll can represent both a single, well-
aimed blow, or a flurry of shots or swings.

CHOOSING TARGETS
When choosing whom to attack, a model may target any enemy model it desires, whether they are at range or in close combat.

CLOSE COMBAT
Close combat in BATMAN requires combatants to be in base contact. Models may move normally into close combat and expend
their Combat action to attack, or combine their Move with a Combat action into a Charge. Models that charge into close combat
attack at +2D to their Melee Attack skill.

The attacking model in close combat rolls its Melee Attack skill (plus special traits or situational modifiers) vs. the defender's
Melee Attack skill (plus special traits or situational modifiers). If the attacker gets more goals than the defender, he has hit, and
additional goals can add to the effectiveness of his attack in the next phase of combat resolution.

If the defender ties or gets more goals than the attacker, she has fought him off. An attacker who moved normally (i.e., did not
charge) into close combat can use its attack action as normal, but does not gain the benefits of charging.

Example: Agent Wycowski battles a fabricant worker amidst the chaos of a fab-factory. It's Wycowski's turn and he has just
charged into close combat with the fabricant. Wycowski’s player rolls his Melee Attack 3 plus 2 extra dice for the Charge, for a
total of 5 dice. He gets 2, 4, 4, 5, and 6, for 5 goals. The fabricant rolls 2, 3, and 5, for 1 goal. Wycowski wins the contest 5 goals
to 1, and the players now move on to the damage phase of the combat resolution.

DAMAGE IN CLOSE COMBAT


Damage rolls in close combat match the weapon or attack's Damage Number (DN) against the target's Damage Resistance
(referred to hereafter as DR) roll. The attacker's Damage Number may be enhanced by a particularly effective attack. Every 3
goals the attacker’s result exceeds the defender’s by adds +1 to the DN of the attack.

Additionally, if the attacker possesses STRENGTH of 4 or greater it adds an additional +1 to the attack's DN (unless he is using an
energy blade).

The equipment section presented in Section: Missions lists DNs for various weapons and attacks. A model attacking a foe
barehanded has DN2 (+1 if it possesses STRENGTH of 4+).

The target model's DR consists of 1 + its DEFENSE, plus any dice gained from special traits, equipment and/or situational factors.
The defender rolls his DR against the attack's Damage Number, and if he meets or exceeds this number he takes no damage. If the
defender fails this roll, the number he fails by equals the amount of Vitality inflicted by that attack.

Example: Wycowski strikes the fabricant with a slash from his knife and it's time to resolve the damage! The Damage Number for
Wycowski's knife attack is a base of 3, plus 1 for the 4 goals he beat his foe by in the previous example, making the total number
equal to 4. The fabricant possesses STRENGTH 5, so his DR is 6D (1 + 5). He unluckily rolls his Damage Resistance and gets 1,
3, 3, 3, 3, and 6, for 2 goals. The fabricant fails to match the attack's Damage Number, losing by 2 goals, and thus loses 2 HP.

BREAKING FROM CLOSE COMBAT


A model can move or charge away from close combat, but his opponent can launch an immediate, free attack on the escaping
model. This attack is still opposed, as it is assumed that the model breaking from combat is making a fighting withdrawal from
combat. If he's fighting multiple opponents, each one gets a free attack. Even if the model breaking from combat takes Vitality
loss, it can still get away as long as it does not lose its last Hit point.

If a model attacks and damages a foe, then breaks from close combat that same round, the foe damaged by its attack does not get
the normal free attack on the model breaking from combat.

Once a model breaks from close combat, it may not re-enter the same close combat later in that turn. It may however, enter
another combat or perform some other action as the rules allow.

MULTIPLE FOES IN CLOSE COMBAT


Models ganging up on a single defender gain a number of bonus attack and defense dice equal to their numerical advantage. If two
models were attacking one model, each of the attacking models would gain +1D to their Melee Attack for the attack. If on a later
turn, a third model rushed in, all three allied models would gain +2D to their attacks for the three-to-one advantage. Character
models with a numerical advantage in close combat may break away without suffering the normal penalty for breaking from close
combat. Character models may not enjoy more than a
+3D bonus from friends in close combat.

ADDITIONAL ACTIONS IN CLOSE COMBAT


TRIP
A Trip maneuver is an attack that does no damage, but if it succeeds, knocks the opponent down (see the rules for knocked down
models above). Models that are tripped within 1cm of the edge of a sheer drop could fall, and must make a TN2 Agility goal roll
to avoid falling. This maneuver may only be used for close combat attacks.

GRAPPLE
Characters in close combat may attempt to grapple and restrain their opponent. Instead of attacking, a character may roll his
Prowess plus Grapple vs. his opponent’s Prowess plus Grapple. If the attacker succeeds, the defender is subdued and restrained;
they may not move or take any actions except make one escape attempt per turn. An escape attempt is a TN5 Prowess check.
Success means that the subdued target may act as normal.

AID IN CLOSE COMBAT


When a friendly model rushes in to help a teammate assailed by multiple foes, it engages one of the enemy models, and a separate
close combat ensues. Keeping them in base contact, move the two models 1cm away from the original close combat.

Example: Officer Doyle battles Freddy the Rat and his fabricant accomplice. Not liking those odds, Doyle's comrade, Agent
Wycowski, charges Freddy. Wycowski and Freddy break off into their own, separate close combat 1cm away, while Doyle and the
fabricant continue to battle.

KNOCKED‐DOWN MODELS
Models that are knocked down are more vulnerable to attack, and models in close combat against them receive a +1D bonus on the
attack goal roll.

RANGED COMBAT
Ranged combat in BATMAN occurs when a model attacks another model from a distance. Models use their Ranged Attack skill
as the basis for the ranged attack, adding in dice from any special traits they might possess. Defending models oppose attackers
with their DEFENSE, also adding in dice from any special traits they might possess.

If the attacker rolls more goals than the defender, the shot results in a hit. The defender must then make a Damage Resistance goal
roll versus the attack's DN# (just as described in close combat above). Just as in close combat, the attacker adds +1 to the DN of
the attack for every 3 goals by which he exceeds his target’s defense goal total.
Just as in close combat, models struck in range combat roll their DR versus the attack's DN. If they match or exceed the DN, they
take no damage, but if they fail, they suffer the difference in HP loss.

Example 1: A beat cop fires his blaster rifle at a fleeing suspect. He rolls his attack and scores 5 goals on the throw, and the
suspect rolls her DEFENSE and gets 1 goal for defense. The beat cop has hit, and moves on to damage, adding +1 to his
blaster rifle's DN.

Example 2: Freddy the Rat blasts a foe with his slug pistol, scoring an amazing 7 goals on the attack roll, while his unfortunate
target scores only 1 goal on defense! Freddy adds +2 to the DN of his slug pistol!
SEEING TARGETS
A model must be able to see at least some part of its target to hit it with a ranged attack. If the attacking model cannot draw a
straight, uninterrupted line to its target, it may not fire. Friendly models do not block line of site, but enemy models do.

ATTACK RANGES
All ranged attacks in BATMAN utilize the same range chart for determining any modifiers to the attack roll.

Rather than list individual ranges for each weapon, BATMAN employs range bands (RB), with each band below Medium granting
bonuses to the attacker, and each band past Medium granting bonuses to the defender. The bands and the associated bonuses are:

UP TO 2CM: POINT BLANK (+2D ATTACK)


UP TO 6CM: SHORT (+1D ATTACK)
UP TO 11CM: MEDIUM (NO MODIFIER)
UP TO 30CM: LONG (+1D DEFENSE)
UP TO 40CM: EXTREME (+2D DEFENSE)
OVER 40CM: OUT OF RANGE...

Certain types of weapons may count as being in a closer range band due to special abilities or circumstances, while others might
treat range bands beyond a certain point as Out of Range. For example, most pistols treat ranges beyond Medium as one band
higher.

Example 1: Officer Rahn fires his blaster pistol at a foe 17cm away. His blaster pistol falls into the Medium range band, so Rahn’s player
will fire with no dice modifiers.
Example 2: Rahn fires again, this time at foe 22cm away (in the Long range band). Pistol weapons treat ranges beyond Medium as one
band higher, so Long range becomes Extreme range, and Rahn’s target will gain +2D to its defense goal roll as a result of this.
Example 3: This time a fabricant fires its SMG at Rahn from 23cm away. This would normally count as the Long range band, but SMGs
count all ranges beyond Point Blank as one band higher, so Rahn is actually at Extreme range and gets +2D to avoid the shot.
Example 4: A street tough wielding a blaster rifle targets an officer standing 29cm away. The target is at Long range, and with no special
modifiers for the blaster rifle, the target gains the normal +1D to defense.

COVER
There are two types of cover in BATMAN, hard and soft. Hard cover is any substance with stopping power, like a concrete wall,
car door, or table. Soft cover is a less durable form of cover that still might spoil an attacker's aim or deflect a shot.
Examples of soft cover include foliage, bystanders, or drapery.

MODELS IN HARD COVER RECEIVE +2D TO THEIR DEFENSE ROLLS.


MODELS IN SOFT COVER RECEIVE +1D TO THEIR DEFENSE ROLLS.

As models in BATMAN are thought to be in constant motion, a model need only be partially obscured by the cover to receive its
full benefits. If even just a leg or arm is obscured, the model is in cover!

STACKING MODIFIERS
Modifiers for ranged combat stack. For instance, if a beat cop fires on a target standing in soft cover 15” away, his target would
have a +2D bonus to its defense roll for the shot (+1D from the soft cover and +1D for the Long range band).

RADIUS ATTACKS
Certain ranged attacks (shotgun blasts, grenades, etc.) cover a wider area than normal. A radius attack affects a certain area in
inches from the center of the original target, possibly affecting adjacent models. If even a portion of an adjacent model's base is
touched by the radius attack, that model must also make an opposed defense roll against the same attack roll as the original target.

Example: A dealer fires his shotgun (2cm radius) at a trio of fabs moving toward him down a narrow alley. The first fab in line becomes the
primary target, and the second mutant 1cm behind him is also caught in the blast, while the third model standing 2cm behind the second does
not have to make a defense roll.

OPTIONAL RULE: KNOCKBACK


Players desiring even more dynamic combats can employ this rule. Any character model suffering the loss of 4+ Vitality from a
single attack must make a TN4 Agility check or be knocked back 2cm. Knocked back also count as being knocked down.
Additionally, the attacker can always choose not to knock his foe back if he would rather the model stay where it is.
ENVIRONMENTAL AND
OTHER HAZARDS
Characters also take damage from environmental hazards like heat, drowning, and falling, as well as weird effects from chemicals
that could temporarily inhibit movement or actions.

BURNING
Characters struck by torches, trapped in flaming explosions, or otherwise surrounded by flame or super-heated steam suffer a
chance of catching fire. Characters who come in direct contact with fire must make a TN3 SURVIVAL check or catch fire
themselves. Once aflame, a model suffers a DN3 hit each round when it takes its turn. This damage is resisted at the beginning of
the model's turn, before any other actions are resolved. A model may use a Special action to put itself out. This requires only the
expenditure of the Special action and succeeds automatically, but only if the model removes itself from the environment which
caused it to catch flame in the first place.

DROWNING
When a character fails a Strength check while in deep or hazardous water, he or she must immediately roll DR versus a DN4.
Bonuses of armor do not apply to this check.

FALLING
Falling often results in injury. The DN of a fall is equal to 1 plus 1 for every full 2cm the model falls. Falls of 1cm or less are
ignored. Models who survive a fall begin their next turn knocked down, and must spend 2cm of their Move value to stand up.

Example: Freddy falls 8cm from a fire escape. When he hits the ground, he rolls his DR versus DN5 (1 + 4).

STUNNED
Characters become stunned when they fail to resist the effects of certain grenades or weapons. A stunned character may either take
a Move action or a Special/Combat action, but not both. Any character attacked by a stunned character gains +1D to defense goal
rolls. A stunned character must take a Free action at the beginning of its turn and make a TN3 WILL check. If the check succeeds,
the stunned condition ends, but if it fails, the character remains stunned. The effects of multiple stunned conditions do not stack.

Example: Naz suffered a hit from a flashbang previous to the start of her turn. She failed the grenade’s TN4 check and became
stunned. When her turn begins, her player makes a TN3 WILL check for her and got only 2 goals - she’s still stunned! She can
either move on this turn or perform a Special or Attack action, but not both. On her next turn she’ll check again.

KO CHECKS
When a character marks off its last box in the STAMINA track this forces a Knockout (KO) check. When a model has its last
STAMINA box marked off, it immediately loses 1 HP and it must make a TN4 WILL+STRENGTH check to remain standing. If
the model fails this check, place it face down on the table where it last stood.

If the model makes its KO check, it can remain standing and fight as normal. However, if it sustains any further HP loss, it is
KOed with no further WILL checks. The model is placed face down to await its fate.

Characters who end the game KOed must roll on the post- battle injury table. See Section: The Investigation Campaign for more
details.

Example: Already injured during a previous round and down to her last HP, Officer Doyle suffers a blaster shot from a foe and rolls her
DR pool versus a DN5. Doyle's player rolls poorly, getting only 2 goals. She suffers the difference of 3 in HP loss. With only 1 Vitality at
the time, this shot takes her to zero! Doyle's player rolls her WILL 4 versus the normal TN4 and scores only 2 goals. The Princess suffers
a KO!
COUP DE GRACE
KOed models are at the mercy of their enemies. An enemy model in base contact with a KOed foe can elect to spend its Combat
action and deliver a Coup de Grace blow that removes the model from the table. No roll is necessary as the KOed model is utterly
defenseless. Models removed from play due to this maneuver suffer a further -1 on their post-battle checks, for a total of 1D6 - 2.
See Section: The Investigation Campaign for more details.

A model that is in base contact with both a KOed and a fully functioning enemy model cannot deliver a Coup de Grace, as it must
fully concentrate on battling the more dangerous foe.

Models may perform a ranged Coup de Grace by spending their Combat action and making a TN3 Ranged Attack goal roll.

WEAPONS
Models in BATMAN will often use ranged or close combat weapons. If a model has a weapon on its profile, it is assumed to be
able to produce and use that weapon as a Free action. For example, if Freddy possesses both a blaster pistol and a knife, he can use
either during the course of his turn by switching from one to another as a Free action.

Players should keep in mind which weapon their model is currently wielding, as the number of Free actions a model possesses is
limited by its WILL, and switching back and forth will quickly exhaust them.

HEROIC ABILITIES
Heroic combat is all about cinematic, action- packed fight scenes involving dynamic leaps, whirlwind attacks, and improbable
maneuvers. The following abilities allow models on the tabletop to simulate that kind of fast-paced, dynamic action. Each ability
is presented with its name and rule description. Players and fans of the cinematic action genre are encouraged to develop new
maneuvers of their own, although all players should agree upon a maneuver's rules before it is used in a game.

Batman and his allies begin the game with a limited number of these abilities and gain more, or enhance certain abilities as they
progress.

Unless specified, only a single Heroic Ability may be used once per turn as a “free” action. “Passive” abilities do not count
towards this limit.

NOTES ON DISARM
If an attacker declares a disarm attempt before rolling the dice, he makes a close combat attack as normal, but if he hits he causes
no damage. Instead, the attacker and defender make opposed STRENGTH goal rolls.

If the attacker wins, he has successfully knocked one of his foe's weapons (attacker's choice) from his person. The weapon lands in
a random direction 1cm away from the model, and may be retrieved as a Special action. Disarms may be attempted at the end of a
Charge.

Disarms may also be used to relieve models of certain scenario objectives they are carrying around with them. Unless the target
model has used a Special action to secure the scenario objective in a pouch or sack, the object is a suitable target for this
maneuver.

Lost weapons are always recovered at the end of the game.


NPCs
Non Player Characters (NPCs) are a critical part of BATMAN. Interaction with NPCs forms the core gameplay of the rules. Short
of the prime suspect, most NPCs will either be major or minor suspects.

NPC ACTIONS
NPCs are not the dynamic jacks of all trades that players’ characters are. As a consequence, they may only perform actions in
which they have appropriate skill points. For example, a minor suspect may strike a foe in melee, since they have 1 die in that
skill, but they may not attempt to negotiate, since they do not have any dice in the skill.

MINOR SUSPECTS
These suspects are people who are tangential to the investigation, but nevertheless either have information that might be useful or
have gotten in the way some- how. An example being a drug dealer’s bodyguards or rioters that attack the officers. Minor suspects
have the following profile and are armed in a fashion as described by the scenario.

Minor suspects that are apprehended may be interrogated by Batman at the scene, or for Police, at the station with a TN2[4]
Perception or Leadership check. They may only ever give People or Place Evidence Points.

MAJOR SUSPECTS
Major suspects are persons that have a direct connection to the investigation or have evidence that will provide a significant boost
to the investigators.

Major suspects that are apprehended may be interrogated by Batman at the scene, or for Police, at the station with a TN3[5]
Perception or Leadership check. They can give any evidence that the scenario dictates.

USING LETHAL FORCE


While police regulations stipulate that officers are permitted to use lethal force if they feel their lives are
threatened, the reality is that officers are often punished for using lethal force unless they are directly attacked first. The modern
media is extremely critical of any perceived police brutality and though police departments have become more adept at controlling
social media than their turn-of-the-century counterparts, there is still a real danger of a media circus surrounding officers that harm
innocent suspects.

Characters may only use lethal force on an NPC if that NPC has attacked them first.

NPCs that are KOed with lethal force are considered to be dead for the purposes of interrogation at the scene or the station. They
are either actually dead or so injured that by the time they could be interrogated, their evidence will be out of date or useless to the
investigation.

The same especially applies to Batman and his allies. Firstly for being vigilantes in the eyes of the law and second, Batman’s one
rule is to not kill. And he has never broken it… YET!

NON-LETHAL FORCE
Officers have a bit more leeway when using non-lethal force. Investigators may use non-lethal force on any suspect that is using
the Hostile or Fleeing subroutines (see subroutines below). Any suspect that is KOed by non-lethal force and is down at the end of
the scenario is considered to be apprehended (see below).

When an NPC is KOed or apprehended with non-lethal force (including a successful Grapple), lay the figure face down. These
characters are considered immobilized. Immobilized characters make a TN5 STRENGTH check to see if they come-to/break their
bonds. Characters that succeed at this roll act as normal that turn, using the Hostile subroutine. Non-lethal force includes:
Grapple attacks
Blaster weapons set to stun
Flashbangs
EMP Blaster
APPREHENDED VS. KOED
Characters that are KOed by lethal force are considered to be dead for the purposes of interrogation back at the station. Characters
KOed by non-lethal force are considered to be apprehended and may be interrogated back at the station (see Section: The
Investigation Campaign).

SUBROUTINES
NPCs will react in a particular way to their surroundings, based on three distinct subroutines. The sub- routine that the NPC is
currently using is the subroutine that they are considered to be “on”. The scenario will determine what subroutine an NPC uses at
the beginning of the scenario. If the scenario does not specifically state what subroutine the NPC uses at the beginning of the
scenario, they should start on the Normal subroutine.

At the beginning of the NPC’s activation, assess the situation and roll on the appropriate chart to determine the action of the NPC.
Note that the number of officers that an NPC is aware of is determined by the officers in line of sight. Hidden officers do not count
towards determining outnumbering.

VISIBLE CHARACTERS
Unless otherwise stated, players begin a mission hidden. This represents the fact that suspects don’t necessarily know what the
investigators look like, nor are they aware that the BATMAN is after them. Visible characters are defined as non-hidden player
characters or backup characters that are within an NPC’s arc of sight or detection.

Characters can be hidden and still within line of sight.


For the purpose of subroutines, BATMAN is within line of sight if the NPC can draw a straight unobstructed line from any part of
their model to any part of BATMAN.

ASSESSING THE SITUATION


When determining on what table to roll, it is important to note that it is assessed from the figure’s perspective and not the general
situation. For example, there may be more officers than suspects on the table, but if the suspect can see more suspects than officers
(including himself), then that suspect would roll on the table “there are fewer visible officers than suspects”.

The same applies to the other suspects. NPCs are only aware of other characters (friend or foe) that they can see.

GOING HOSTILE
Suspects of any type will immediately switch to the Hostile subroutine if they are attacked by officers.

CHOOSING TARGETS
Suspects will always attack the closest visible officer.

SUBROUTINES
NORMAL SUBROUTINE
Suspects are either unaware of the officers or don’t perceive them as a threat. Just go about your business.

IF EVERY OFFICER IN THE NPC’S LINE OF SIGHT IS HIDDEN


1-3 Scan for the fuzz: Roll a Notice check on any officer in line of sight.

4-5 Quick look around: The figure stays in place but randomize their facing.

6 Move: Move D3cm in a random direction.


IF THERE ARE OFFICERS IN LINE OF SIGHT THAT ARE NOT HIDDEN,
BUT THERE ARE FEWER VISIBLE OFFICERS THAN SUSPECTS
1-2 See if there are more: Roll a Notice check for all hid- den officers at +1D.

3-5 Try to slip away: The figure moves to the nearest cover and hides. It will only hide if it makes it into cover or a crowd
marker.

6 Aw snap, the fuzz: The NPC rolls immediately on the appropriate Fleeing subroutine, applying the result.

IF THERE ARE MORE VISIBLE OFFICERS THAN SUSPECTS


1-3 Try to slip away: The figure moves to the nearest cover and hides. It will only hide if it makes it into cover or a crowd
marker.

4-6 Aw snap, the fuzz: The NPC rolls immediately on the appropriate Fleeing subroutine, applying the result.

IF THERE IS AN OFFICER IN BASE CONTACT


1 Bolt: The suspect immediately charges directly away from the officer in base contact. The officer may attempt to stop this
by immediately making a TN3 Grapple check. Success means the suspect is held in place. Failure means they complete their
movement.

5 Nothing to hide: The suspect does nothing and submits to whatever the officers require.

6 You’ll never take me alive: The character immediately makes a Melee Attack on the officer with whatever weapon he
has. The NPC is now hostile.

FLEEING SUBROUTINE
The suspect feels that discretion is the better part of valor and has decided to leg it from the cops. Suspects using this subroutine
want nothing more than to get away from the players.

IF EVERY OFFICER IN THE NPC’S LINE OF SIGHT IS HIDDEN

1-2 Keep running: The NPC charges directly to- wards the nearest table edge.

3-5 Look over your shoulder: The NPC makes a Notice roll for all of the officers in line of sight.

6 I think I lost them: The NPC is now using the Normal subroutine. Roll immediately on the appropriate chart.

IF THERE ARE MORE SUSPECTS THAN VISIBLE OFFICERS

1-3 Leg it: The suspect moves directly away from any visible officers. The suspect will not seek cover, but will run as fast as
they can (including charging) away from the police.

4-5 Run and hide: The suspect will move towards the nearest cover or crowd marker and hide.

6 Maybe we can take them: The NPC makes a TN2 Resolve roll. Success means the suspect switches their subroutine to
Hostile and makes an immediate roll on the appropriate table. Failure means that this roll should be treated as a 4-5 on this table.

IF THERE ARE MORE VISIBLE OFFICERS THAN SUSPECTS

1-4 Leg it: The suspect moves directly away from any visible officers. The suspect will not seek cover, but will run as fast as
they can (including charging) away from the police.
5 Run and hide: The suspect will move towards the nearest cover or crowd marker and hide.

6 Surrender: The suspect does not want to run any- more and gives himself up. The suspect is immediately counted as
apprehended.

GETTING LOST
It may occur that an NPC will at times trap them- selves in an alley or some other dead end. While the NPC will go around small
obstacles (cars, dumpsters, etc.), they should be allowed to flee into alleys with dead ends or cul-de-sacs. While NPCs are
residents of the terrain in question, their knowledge of the terrain is not perfect. Fans of modern police reality shows will note that
this sort of thing happens all the time and leads to many suspects being apprehended.

HOSTILE SUBROUTINE
The suspect is raring for a fight and thinks he might have a chance taking the officers on.

IF EVERY OFFICER IN THE NPC’S LINE OF SIGHT IS HIDDEN

1-2 Where did they go?: The NPC faces the last visible officer and makes a Notice check on every hidden officer with in line
of sight.

3-5 Root them out: The suspect moves towards the location of last visible officer and makes a Notice check on the closest
hidden officer.

6 They must have run off: The suspect is now us- ing the Normal subroutine and rolls immediately on the appropriate table

IF THERE ARE MORE VISIBLE SUSPECTS THAN VISIBLE OFFICERS

1 Kill the pig: The suspect moves towards the officers (even if it means going out of cover) and makes a Ranged Attack at
the officers or attempts to charge towards the officers, if they do not have a ranged weapon.

2-5 Shoot ‘em: The suspect takes one Move action towards cover and the second to fire at the nearest visible officer. If the
suspect is already in cover, then they will make a Ranged Attack at the officers. Suspects without ranged attacks will attempt to
Charge the closest officer.

6 Say hello to my little friend: The suspect per- forms two Ranged Attack actions at the nearest visible officer. The second
is an additional action that exceeds their normal allotment of two actions. Suspects without ranged weapons will also use two
Move actions in an attempt to Charge the officers. This extra Move action uses the model’s base Move; then the model makes a
Charge action.

IF THERE ARE MORE VISIBLE OFFICERS THAN SUSPECTS

1-4 Shoot ‘em: The suspect will take one Move action towards cover and the second to make a Ranged Attack at nearest
visible officer. If the suspect is already in cover, it will remain stationary and use a Ranged Attack to attack the officers. Suspects
without ranged attacks will attempt to Charge the closest officer.

5-6 This might not be winnable: The suspect immediately makes a TN2 Resolve check. If they pass, treat this result as a 1-4.
If they fail, they are now using the Fleeing subroutine. Immediately make a roll on the appropriate table.
CHARACTER CREATION
BATMAN strives for the sort of story-driven play that bridges the gap between tabletop role-play games and miniature battle
games.

Players can use these rules to create unique cops, vigilantes and criminals that best suit the sort of tabletop tales they want to tell.

This chapter will take players step by step through the process of making a character. Players spend build points to make their
characters, including any special abilities they might possess or equipment they’ll begin play using. For the standard campaign,
each player has 75 build points to create their characters.

STEP 1: PURCHASE ATTRIBUTES


Player first buy dice in their four primary attributes (RANGED, MELEE, DEFENSE and WILL). Each die of primary attributes
cost more than the last. These costs are cumulative.
Primary attributes and their respective costs are as follows:

WILL (5,6,8,12)
MELEE (4,5,7,11)
RANGED (4,5,7,11)
DEFENSE (4,5,7,11)

Example: a WILL of 3 would cost 19 points (5+6+8 points)

EXAMPLE CHARACTER: AGENT WYCOWSKI


WILL: 2 (11 points)
MELEE: 2 (9 points)
RANGED: 3 (16 points)
DEFENSE: 3 (16 points)
Total points: 51

STEP 2: PURCHASE SKILLS


Characters may purchase additional skills in order to further augment their characters. Skills are purchased 1D at a time.
Characters may purchase as many skills as they have points for. The first 3D in a skill are costed below, and each additional die
cost +1 point from the costs below. A character may have a maximum of 5D in a skill. Skill dice obtained from backgrounds,
divisions and training count towards maximum dice and die costs.

ACROBATICS (+MELEE) (2 POINTS/DIE)


Perform actions that require agility, balance and other such traits

DISARM (+MELEE) (2 POINTS/DIE


Remove a weapon or object from an opponent’s grasp. May only be attempted in MELEE combat, as an ATTACK action.

GRAPPLING (+MELEE) (2 POINTS /DIE)


Instead of attacking, a character may roll his MELEE plus GRAPPLE vs. his opponent’s MELEE plus GRAPPLE. If the attacker
succeeds, the defender is subdued and restrained; they may not move or take any actions except make one escape attempt per turn.
An escape attempt is a TN5 DEFENSE+STRENGTH check. Success means that the subdued target may act as normal.

HACK (+PERCEPTION) (2 POINTS/DIE)


Gain access to a computer system

INTERROGATE (+WILL) (2 POINTS/DIE)


Get information through questioning
INTIMIDATE (+WILL) (2 POINTS /DIE)
Get information through threats

PERCEPTION (+WILL) (2 POINTS/DIE)


Detect something physically hidden (TN or resist Reaction)

PROCESS EVIDENCE (+PERCEPTION) (2 POINTS /DIE)


Collect evidence at a scene (Integrity of scene determines TN)

STEALTH (+ACROBATICS) (2 POINTS/DIE)


The ability to move silently and invisibly and remain that way

STRENGTH (+WILL) (2 POINTS/DIE)


Use physical force to move, lift or even break an object

TRAPS (+PERCEPTION) (2 POINTS/DIE)


The ability to detect and in some circumstances lay traps

STEP 3: PURCHASE HEROIC


ABILITIES
Players may further personalize their characters by purchasing additional special traits for them. After character creation,
additional HEROIC ABILITIES may be purchased through XP for 20XP/ability. Abilities with X in their description may only be
purchased up to 5 times (ie X=5)

REACH X (2+X POINTS/X)


This is a passive ability and is always active. Up to X additional targets up to X” away may be attacked in a melee attack action,
using all goals achieved in any combination chosen.

BLEND X (2+X POINTS/X)


This is a passive ability and is always active. Reroll up to X failed STEALTH check dice rolls.

AIM X (2+X POINTS/X)


This character gains +XD to RANGED attacks if they do not move during the same turn.

CHARGE X (2+X POINTS/X)


This is a passive ability and is always active. This character gains XD when initiating a MELEE attack after a MOVE action.

ACROBAT X (2+X POINTS/X)


This is a passive ability and is always active. Reroll up to X failed ACROBATICS check dice rolls.

ADAPTABLE X (2+X POINTS/X)


The player controlling this model must choose between the Ranged Attack, Melee Attack, Defense or Movement basic skills. The
model receives +XD to the chosen skill checks until the end of the round.

CLOSE COMBAT MASTER X (2+X POINTS/X)


This is a passive ability and is always active. When fighting in melee combat unarmed, this model may re-roll X failed dice rolls

COUNTER-ATTACK (4 POINTS)
Once this trait is activated, for the rest of the round this model may make one strike against an attacker for each successful Block
roll it makes against that attacker (to a maximum equal to the number of successful strikes the attacker made). These Counter
Strikes take place immediately, thus they are resolved before the normal sequence of play resumes.
DASH (2 POINTS)
The character may use this ability when he is activated. For the rest of the turn, he receives +2 Move.

DEADLY SHOT (3 POINTS)


This is a passive ability and is always active. The character may use this ability if he has rolled a natural 5 during a Ranged Attack
action. Treat this roll as a 6 instead.

DEADLY STRIKE (3 POINTS)


This is a passive ability and is always active. The character may use this ability if he has rolled a natural 5 during a Melee Attack
action. Treat this roll as a 6 instead.

DISTRACT X (2+X POINTS/X)


Target X enemy models within LOS. The target models suffer a -1D penalty to all die rolls for the remainder of this turn.

DIVE FOR COVER (3 POINTS)


The character may add +2D to his DEFENSE Roll when rolling against a ranged attack. He must declare he is using this ability
before he rolls.

FOCUS X (2+X POINTS/X)


The character may add +XD to any one Skill Roll. He must declare he is using this ability before he rolls.

FRENZIED ATTACK (3 POINTS)


The character may add +4D to any one Melee Attack Roll. He must declare he is using this ability before he rolls.

INNER STRENGTH (3 POINTS)


The character may add +4D to one WILL roll. This ability may be used after the WILL roll has been made. May be used only
ONCE per game.

MARTIAL ARTIST X (2+X POINTS/X)


This is a passive ability and is always active. When in melee combat, this model gains +1D for H2H attacks for each model up to
X that they are outnumbered by. For example, Batman, with Martial Artist 4, facing 5 Thugs, would gain +4D; if facing 6 Thugs,
would still gain +4D; but if facing only 3 Thugs would only gain +2D.

REFLEXES X (2+X POINTS/X)


This is a passive ability and is always active. This model may re-roll X failed DEFENSE rolls.

ROLL WITH THE PUNCHES


This is a passive ability and is always active. This ability may be used if a character loses a fight in melee combat. Halve the
amount of damage taken by the character, rounding up (e.g. if the character loses the combat and would suffer 7 points of damage,
he suffers 4 instead).

TIRELESS (3 POINTS)
At the conclusion of Phase 4, a player character with this ability may make a single free MOVE action.

VANISH 1/2/3 (3 POINTS/LEVEL)


This is a passive ability and is always active. If this model finishes its move in a position where no enemy model my draw LOS on
it, it may be repositioned up to 6/12/18” in any direction to another position where no enemy model my draw LOS on it.

STEADY AIM (3 POINTS)


The character may add +4D to any one Ranged Attack Roll. He must declare he is using this ability before he rolls.

IRON WILL (2 POINTS)


This is a passive ability and is always active. Gain +1D to WILL on KO checks.
MIGHTY BLOW (2 POINTS)
Add +2 to the DN (instead of the normal +1) of close combat attacks if they possess a STRENGTH of 4 or higher.

SHARP SENSES (2 POINTS)


This is a passive ability and is always active. Add +2D to PERCEPTION checks for spotting hiding models and locating scenario
objectives.

TOUGH (2 POINTS)
This is a passive ability and is always active. Gain +2 re-rolls on KO checks.

FINISHING TOUCHES
MOVE VALUE
This is usually 6cm, but this can be affected by traits.

HIT POINTS
A character’s starting Vitality begins at 3.

FATE DICE
A character’s starting Fate dice pool equals his or her WILL attribute.

POINTS TOTAL
Add up the total cost of all of the character’s backgrounds, options, and traits and note it here.
MISSIONS
Missions are the core experience in BATMAN. Each mission consists of the scenario and the preparatory actions required.

MISSION SEQUENCE
1. Select mission
2. Pay the budget and/or evidence required to play the mission
3. Purchase any warrants and/or any additional equipment for the mission, by spending budget/equipment
4. Play the scenario

MISSION ATTRIBUTES
COST
The amount of time/evidence that players must spend to play the mission. A mission’s cost represents the general legwork
required to put the players in a position to attempt the scenario. Any time or evidence spent paying for a mission is lost, regardless
of whether the mission is successful.

NPC
This provides a list of NPC models needed for this scenario. This also lists the A.I. subroutines that each NPC will follow during
the mission (See Section: NPCs). The number of NPCs may fluctuate depending on the number of players taking part in the
mission.

OBJECTIVES
This section defines specific objectives and rewards for the mission. Success at objectives means the players accumulate the
evidence they need to play the prime suspect scenario. Failure at one or more objectives means a loss of additional time or
Evidence Points. While objectives are the main source of evidence, players are also able to generate additional evidence from
minor suspects or evidence found during the mission.

THE BAT-ARMORY
At the beginning of each mission, players may select items from the available Bat-Armory up to their maximum item capacity

Blaster Pistol
The new tech on the block that fires a high energy laser. DFM issue models have the option to be set as an electro-laser, able to
stun fabricant and human alike.

Effects: Ranged combat only, DN5, count range bands past Medium as one higher.
Notes: Set to Stun*

Cost: 2 Budget

Blaster Rifle
High energy laser used for taking out targets at a dis- tance. Relatively rare out on the streets due to their cost, but the DFM is one
of the better funded agencies in the federal government.

Effects: Ranged combat only, DN6


Notes: Set to Stun*

Cost: 3 Budget
EMP Blaster
Short-barreled energy rifle especially effective against fabricants. It’s not designed to stun them, but fry their neural nets.

Effects: Ranged combat only, DN6 vs. fabricants, DN3 vs. humans.
Notes: Fabricants KOed by this weapon have a chance of having their memory banks disabled. Roll 1D6 on a 5+, the fabricant
suspect’s memory has been destroyed. The suspect can not be interrogated at the station or have its memory scanned.

Cost: 1 Budget

Fists
Your dukes, the only thing between you and the mean streets (unless you choose to take a more effective weapon that is).

Effects: Melee combat only, DN2

Costs: 0 Budget

Stun Grenades
Thrown explosive with a radius effect. Stun grenades contain either special gases, short-burst sonics, or other agents that cause
temporary confusion against any tar- gets that fail to resist their effects. Any number of dif- ferent grenade types count as only one
selection for weapon limits.

Effects: Ranged combat only, radius 4cm, TN4 Re- solve check or Stunned

Cost: 2 Budget

Heavy Armor
Full body armor consisting of metal or ceramic plates over a tightly woven super-dense body suit.

Effects: +3 re-rolls to DR checks

Cost: 2 Budget

Knife
Not that much to say. It’s something sharp with which to stab someone.

Effects: Close combat DN3

Costs: 1 Budget

Light Armor
Body armor consisting of metal or ceramic plates, or tightly woven super-dense fibers.

Effects: +2 re-rolls to DR checks

Cost: 1 Budget

m
Med Kit is
This small case contains slap-patches and other medicines for treating injured characters.
si
Effects: The character using the kit makes a TN4 Logic goal roll. If successful, the user, or a character model in base contact
regains 1 lost Vitality. A single Med Kit may only be used twice in one scenario. May not be used on fabricants. o
n
Cost: 2 Budget
s
Sniper Rifle
This colorful title comprises any number of large, high-energy or high-caliber weapons.
Effects: Ranged combat only, +1D for range bands over Long, base DN6. Armor Piercing, -2 re-rolls provided by armor or gear.
Notes: Models using a sniper rifle must possess Prowess 4+ to move normally and shoot with it. Those that do not may only move
2cm if they plan to shoot the weapon that turn.

Cost: 4 Budget

Fabricant Scanners
Suite of high-tech gear that allows the character to better a suspect’s humanity.

Effects: Range 10cm. Note that if this is used to de- tect the humanity of a suspect, it may only be used once per suspect. Failure
to detect the humanity of a suspect with the device means that a verbal test must be administered (see Section: NPCs)

Cost: 1 Budget

Shotgun
Simple but effective weapon that fires a cloud of small shot.

Effects: Ranged combat only, DN4, radius 2cm

Cost: 2 Budget

DFM Standard Issue Slug Pistol


Simple but effective. Over the last 50 years slug weapons have gotten more efficient and more deadly.

Effects: Ranged combat only, DN4, count range bands past Medium as one higher

Cost: 0 Budget. The DFM issues all officers with a slug pistol out in the field.

Large Caliber Assault Rifle


Older style military rifle. Largely abandoned by the US Army, some National Guard units and local police forces still use them.
Still effective against most street toughs and fabricants.

Effects: Ranged combat only, DN6, +1D Ranged At- tack beyond Short range band

Cost: 3 Budget

Sub Machine Gun


High-energy, rapid fire pistol wattage laser excellent for hosing multiple foes at short range.

Effects: Ranged combat only, DN5, count range bands beyond Point Blank as one higher, radius 3cm

Cost: 3 Budget

Weapon Notes
The following entries list weapon notes and options applic- able to some of the equipment listed above.

Set to Stun
Effects: Blaster pistols and blaster rifles may be declared as Set to Stun. It takes only a Free action to set a blaster to stun. Doing
so means that the weapon is -1DN and that any model KOed and subsequently removed from play as a result of losing its last
Vitality to a stunning weapon treats any Dead results on the Post Battle table as one level higher. NPCs KOed by stunning
weapons are considered appre- hended at the end of a mission.

ALLIES
Players may also use their budget to receive some ad- ditional assistance on a mission. Backup characters are purchased for one
mission only. While backup is pur- chased from the communal budget, each backup char- acter is assigned to a particular player to
control for that mission. If a backup character is KOed for any reason during the mission, the controlling player re- ceives an
Internal Affairs Point.

Backup characters never gain experience and cannot have their equipment modified. Players may never use a backup character’s
equipment, even if they are KOed. Backup characters have a smaller skill array than a player character. Backup characters may not
use any skills that they do not possess. For example, a field technician can use their Process Evidence skill, but would not be able
to attack since they do not possess that ability. However, they would be able to defend themselves in close combat.

ORACLE/BATGIRL
Technicians are sometimes dispatched to crime scenes where a large amount of evidence needs to be collec- ted. They travel
unarmed, as any weapons residue or power signature runs the risk of contaminating the scene.

Cost: 2 Budget

GCPD POLICE
The DFM is a federal agency, but sometimes utilizes state or even local police in their investigations. These police are responsible
for securing the scene and providing extra muscle for DFM agents when a partic- ularly high priority target needs taking down.

Cost: 1 Budget

COMMISSIONER GORDON
Cost: 3 Budget

ROBIN

NATIONAL GUARD
Sometimes DFM agents need to operate in an area where crowd violence is a distinct possibility. Riot of- ficers specialize in
controlling hostile crowds. Unlike 20th century riot police, modern riot officers control crowds with high-tech solutions rather
than coordin- ated action.
Mission Briefings
The following section describes the standard missions that players may undertake during the course of the investigation campaign.
For more infomation on how to select scenarios, see Section: The Investigation Campaign.

Terrain Placement
Because BATMAN is largely a cooperative/solo game, there may be some temptation to arrange terrain and objectives in a
manner that is advantageous to the players. Though the designers have made every effort to create scenarios and rules that are
challenging to the player, a certain amount of restraint is required to make the game fair and challenging to the players. The best
advice is to not think too hard about how to place the terrain. Just place it in a way that makes that table look like a real city block
or any other terrain the players want to represent.

Mission Events
Players will often need to roll on specific mission events. These events interrupt the action that triggers them (such as a
movement) and are resolved completely before the action can continue.

Crowd Terrain
Crowd markers add a new and dynamic type of terrain to certain BATMAN scenarios. Crowd markers represent a particularly
large mass of people gathered around a shop or street vendor. These sorts of crowds can pose a significant obstacle to player
characters dur- ing the course of a battle. Crowd markers consist of a 6cm diameter base with several civilian models placed in a
group. The civilian models should be arranged with enough space to place one or two character mod- els among them. When
building crowd terrain, a very cinematic effect can be created by placing the civilian models in little scenes, such as people
watching a street performer or haggling over goods. For the purpose of aesthetics, players may scatter about a few singly-based
civilians to complete the look of a crowded street.

However, these are purely decorative. They do not block line of sight and can be moved or removed to the needs of both players.

Crowd terrain counts as difficult terrain and has a few special rules differentiating it from normal difficult terrain.

In the Crowd
Models in base contact with the crowd and within the crowd marker count as being “in the crowd”. Models in the crowd may not
fire out, as the mass of people would prevent them from getting a clear shot. Crowds add +2D to a model's defense goal rolls.
Models may engage in close combat within the crowd, but their targets enjoy a +2D bonus to their defense goal rolls due to
chaotic nature of battling amongst so many bodies.

Dispersing the Crowd


For the most part, the confusion of fighting pre- vents civilians in crowds from taking decisive ac- tion to save themselves from
the fighting.
However, there are several conditions where a crowd will potentially disperse. Crowds test to disperse immediately after the
following events.

1. If a model is taken out of action within


4cm of the crowd marker or within the
crowd marker.
2. If a close combat is fought within the
crowd marker. Grapple attacks do not pro-
voke crowd dispersion.
3. If a 5D+ radius attack goes off anywhere
within 6cm of the crowd.
4. If a model uses the Disperse Crowd Spe- cial
action
A crowd that faces one of these conditions rolls 1D6, and on a 4+ it disperses. Remove the crowd terrain immediately. Any
models within the re- moved marker or in base contact with the marker must make a TN3 Agility goal roll or suffer a DN4 hit as
the fleeing crowd tramples them. Crowds that have dispersed will not reform during the battle.

Order of villains - potentially about 25 scenarios in this "campaign"


 
Standard goons who are stealing for (2 scenarios)
Catwoman who is stealing for (1 scenario - Catwoman now an occasional ally)
Penguin who is stealing for someone else unknown as yet (Ra'z al Guhl) (3 scenarios to track
down and defeat him in the Iceberg Lounge - this could be similar to the No Man's Land
story - Penguin is importing goods into Gotham for a profit and onselling to RAG)
 
Several more break and enter scenarios to gain xp etc (2 or 3)
 
Dr Victor Friez is working on some new tech when he has an accident - Batman attends the
accident after hearing about it. Finds more clues, but makes an enemy of Friez, who then
tries to seek revenge after he thinks that Batman sabotaged the equipment and killed his
wife in the accident
He is then a recurring villain after this series. (1 scenario)
 
He returns to Friez's lab, finding clues to a much larger facility
 
This then introduces Poison Ivy who is working with Catwoman to protect Gotham from the
potential environmental damage inflicted by Friez, who is found to be working for Lex
Luthor. (3 scenarios - factory/chemical plant scenarios, 1 huge gameboard broken into 3
smaller scenarios - Burning Light Rangers Of Shadow Deep style)
 
The Joker has appeared now. He is simply an agent of chaos with no connection to the
overall master plot, but sometimes uses what's going on to his advantage
 
After the loss of this facility, Luthor comes personally to Gotham with some robot
protectors, Batman briefly fights him, but is assisted by Cyborg and Superman, opening up
the Justice League tie in (2 scenarios) After interrogation by Superman and Batman, it is
discovered Luthor is working for RAG
 
Batman is now closing in on RAG, so some of RAG's henchmen start to appear in fights with
the other criminals and their Henchmen (Recurring Frieze, Poison Ivy, Penguin, Catwoman)
 
After moving through some of the RAG henchmen, Bane's identity is discovered and a story
line of defeating major Bane henchmen culminating in fighting Bane (3 scenarios - Bird, Trog
and Zombie - need to get models… none available, replace with other henchmen)
 
Bane is revealed as a pawn in a much larger plot by RAG who Batman must now track down
and defeat over several games. He discovers the Lazarus pit and faces RAG in this area.
Mission 1: Grass the Neighborhood

The most basic form of police work. Investigators usually hit the streets when they begin an investigation or when other leads
grow cold. It is surprisingly effect- ive. The tangled web of politics and petty jealousies in dodgy neighborhoods provides a
plethora of people willing to provide information to the police in ex- change for a perceived or actual reward.

Cost: 5 Budget
Evidence Generated: People

Prohibitions
None

Setup
Place 6 buildings on the table in an agreeable manner. Place 1D3 +1 persons of interest (minor suspects) on the table at least 12cm
away from each other. Select two persons of interest and place a crowd marker within base contact.

Deployment
Deploy within 5cm of a random table edge and at least 8cm from a person of interest (Minor Suspects).

Objectives
Investigate all leads and apprehend all suspects.

Events
When within 3cm of a person of interest.

Person of Interest Event Table (Roll 1D6)

1: Regular citizen with no information

2: Unwilling to give information - Make an


Intim- idate TN2[4] to get 1 piece of People
Evidence. Ex- ceeding the threshold means the
NPC now uses the Fleeing subroutine.

3-4: Concerned citizen - Make a Question roll. For


every 2 goals you receive 1 piece of People or Place m
Evidence (randomly determine) is
5: Minor criminal record - Make a TN1 si
Negotiate check to convince them to give up o
information or you will take them in. Success
yields 1 piece of Place Evidence. Failure yields no n
evidence. s
6: Runner - Model flees from the players without
resisting. The suspect is now using the Fleeing
sub- routine. In addition, roll 1D6. On a 4+, the
suspect is a gang member. D6 minor suspects with
slug pis- tols emerge from 1 randomly determined
crowd marker. These suspects are hostile.
Ending the game
The game ends when all of the persons of interest have been investigated.
Mission 2: Meet the Snitch

Despite numerous cultural admonishments against it, snitching is a time-honored tradition in the criminal community. The
investigators have secured the services of a snitch that claims to have information pertinent to the investigation. As is always the
case, the snitch in- sists the investigators meet them on his turf, which is not a neighborhood that is friendly to cops. It might be
best to bring the riot squad.

Cost: 5 Budget
missions

Evidence Generated: Financial, People

Setup
Set up 6 buildings in a mutually agreeable manner. Place the snitch in the middle of the table. Place 1 crowd marker in base
contact with the snitch, then place the 2 other crowd markers within 12cm of the snitch.

Deployment
Deploy within 5cm of a random table edge.

Objectives
Meet the snitch: Players will need to meet the snitch and roll on his random events table.

Ensure the snitch’s (minor suspect) safety: After the players have rolled in the snitch’s random events table, the snitch will have
been seen to be working with the police and any rioters will attack them as well. If the snitch is KOed, the players all receive an
Internal Affairs Point.

Take the snitch in: If the players roll a 1 on the snitch’s event table, he needs to be apprehended and taken into the station.
Prohibitions
Players may not attack the snitch until they have good reason to do so, so they cannot just hit him with a stun device and call it a
day. Technically, the snitch has done nothing wrong, so any investigators that attack the snitch before they roll on the ran- dom
events table will accumulate an Internal Affairs Point.

Players that attack a crowd with lethal force, even a rioting crowd, receive an Internal Affairs Point. Players that attack any rioters
with lethal force will also receive an Internal Affairs Point for each attack. If a riot does break out, individual rioters are minor
suspects and can be apprehended to interrogate at the station.
Special Rules The snitch: Once an investigator gets within
3cm, they roll 1D6
Smell bacon: The players are not going to effectively hide in this neighborhood. The for the meeting
players are not and consult
hidden at the beginning of the
game. the table below.

1: Panics
Potential riots: When the police enter some neighbor- hoods, tensions and flees - Apprehend the suspect for
run high.
in- terrogation at the station.
If an investigator starts or ends their move
2: Paranoid - Pass a TN2 Negotiate roll, or he
within 6cm of a crowd marker, roll 1D6 and
flees as if a 1 was rolled.
consult the table below. This table should be
rolled every time an investigator moves or be-
3-4: Gives information - roll Process Evidence.
gins their move within 6cm of a crowd.
1 or 2 goals yields 1 Financial Evidence, 3 or
1: Riot incited - The crowd boils over and more yields 2 Financial Evidence
attempts to eject the investigators from the
neighborhood. 5-6: Something special - As 3-4 and has ledgers

Ending the Game:


The crowd will now only disperse on a roll of 6+
(only test during normal crowd dispersal
(worth 1 Financial), but wants 3 Budget for them.
Players may refuse, but those that choose to pay the m
The game ends when the players have met the snitch and there are noBudget
conditions).
flees off the table. If the riot does disperse, they are
riotingwill
crowds. Theangame
receive alsoAffairs
Internal ends ifPoint.
the sntich is KOed or
is
removed like a normal crowd marker. Aside from si
disgorging indi- vidual rioters, rioting crowds are
treated like normal crowd markers. Once a crowd o
riots, D6 rioters (minor suspects), armed with n
improvised weapons, appear in base contact with
the crowd. They act in the NPC phase of the round s
and will move to attack the nearest investigator, or
the snitch if the players have already rolled in the
snitch’s event table. If the snitch’s crowd riots he
will attempt to flee, as if a 1 was rolled for his
event.

2: Protesting - Any player moving within 3cm of


the group must stop and end their movement if
they move within 3 cm. When rolling again for
this crowd, subtract 1 from the roll. Multiple
occurrences of this result are cumulative.

Mission 3: The Murder Sweep


The sad fact of 2060s America is that in certain areas, death is a common occurrence. The murder rate has increased pretty
significantly since the 2040s. DFM agents often get called to homicides (and fabricides) that may be of interest to the investigation.
The ad- vantage of modern police work is that officers are on the scene mere moments after the murder takes place. The disadvantage
is that the murderer is usually still around and looking for an out. This sometimes puts them in conflict with the investigators.

Cost: 2 Budget
Evidence Generated: Place, People

Setup
missions

Place 6 buildings in a mutally agreeable manner. Place a chalk outline to determine the location of the murder scene. Place one crowd
within 6 cm and 5 more crowd markers at least 6 cm away from both the murder and the other crowd and within 12cm of the murder
scene.

Objectives
Process Evidence on the murder scene and investigate all crowd markers by moving within 3cm of them.
Special Rules
Crowds: Inevitably bystanders will gather around a killing. When within 3 cm of a crowd, roll on this event table.

Once players have rolled on the table for the crowd,


it is considered investigated. Players should not roll
on the table for investigated crowds.

1: Murderer is enraged - The murderer (major


suspect armed with a knife) jumps from the crowd and
attacks on the NPC activation. If they defeat the
triggering player, the murderer begins fleeing as if a 6
was rolled.

2: Distracting - all rolls within 12 cm of the murder


scene are at -1.

3-5: No event

6: Run away! - Murderer panics and flees from


crowd; catch him if possible. Roll another D6. On
a 4+, this was a gang related shooting. D6 minor
sus- pects armed with slug pistols appear from the
When
crowd within 3 cm
and cover theofmurderer’s
the murderescape.
scene, These
roll on this
event table:
suspects use the Hostile subroutine.
1: Gore galore - Roll Resolve TN2 or lose your lunch,
contaminating the scene and reducing the total
Evidence gain from the scene by 1.

2: Industrial strength cleaner is covering the area


-
The TN for checking the scene by is increased by 1.

3-4: No event

5: Local authorities preserved scene perfectly - The


TN for checking the scene is decreased by 1.
Ending the Game
The game ends when the players have investigated the murder scene.

After rolling on the event table, every character may make a TN3 Process Evidence roll within 1cm of the murder scene to gain 1
Place Evidence, applying any modifiers above. Failure means no evidence is collec- ted. The investigators may not retrieve more than
3 Evidence by investigating the murder scene.

m
is
si
o
n
s
Mission 4: Bust the Dealer

Putting pressure on a local drug dealer is a good way of getting evidence for an investigation. Though a dealer may not be directly
connected to the investiga- tion, they usually have their ear to all aspects of the il- legal economy and it’s pretty easy to gather enough
evidence to bring them in.

Cost: 5 Budget and 1 People Evidence Evidence Generated: People, Place, Financial

Prohibitions
missions

None

Setup
Set up 6 buildings in a mutually agreeable manner. Place the dealer (major suspect) in the center of the table with D3-1 bodyguards
(minor suspects) armed with submachine guns. Place 3 crowd markers at least 6cm away from the table edge and at least 3cm away
from the dealer. The dealer and the bodyguard start us- ing the Normal subroutine.

Deployment
Deploy within 6cm of a table edge of choice.

Objective
Arrest the dealer.
Special Rules
Crowds: If an investigator gets within 6cm of a crowd marker, roll on the table below.

1: Dealer's snitch is on the lookout - Pass a TN2


Intuition roll, or the dealer switches to the Fleeing
subroutine and the bodyguards to the Hostile sub-
routine.

2: Druggie - A minor suspect armed with a knife


appears in base contact with the investigator and
at- tempts to mug him. Make a TN3 Grapple
check to apprehend the suspect or give 2 Budget
and get 1 IAP. Dealer will be alerted if you
choose to appre- hend the druggie instead of
paying him.

3-5: No event

6: Concerned citizen gives you


information
The about
Dealer: The the uses
dealer dealer
the-regular
Gain 1 subroutines except when he is using the Normal subroutine and is within base contact of an
officer, in which case he uses the following table.

1: Attempts to attack the officer with his fists -


The dealer is now hostile as well as his bodyguards.

2-3: Tries to cut a deal - 2 People and 2


Finan- cial if you let him go. If you accept this
offer, the investigator in base contact
receives 3 IAP. If you refuse this deal, the
dealer will switch to the Hostile subroutine.

4-6: Submits to arrest without incident.


Mission 5: The Nightclub

The officers have managed to link a nightclub with their prime suspect. It seems that there are some sort of shady dealings at the club
that they would like to observe. That requires a wiretap which, even in today’s high-tech world, needs to be planted by
hand.

Cost: 10 Budget, 2 Place Evidence


Evidence Generated: Electronic, Fin- ancial

Prohibitions
As this is an undercover job, play- ers may not take any backup characters and may only take weapons that contain the word pistol in
their name or submachine guns.

Officers receive one IAP for each Ranged Attack within the main club area if the main crowd has dispersed.

Objective
The objective is to plant the bug in one or both offices and leave without alerting the guards. The tap will succeed if an of- ficer
manages to spend their entire turn planting the bug in the office beyond the line of sight of any of the guards.

Evidence provided by major suspects: none, no major suspects.

Setup
Place a building interior at least 25cm x 25cm. The inside should be divided into
three rooms: one large room and two smaller adjacent offices. The building has two entrances, one main en- trance and one back door.
Each office has one en- trance. There should be at least 12cm of exterior
space outside the club.

Place 1 crowd marker off to the side at the main en- trance and one minor suspect armed with a pistol and light armor (a bouncer). At
the back en-
trance is a minor suspect armed with a sub- machine gun and light armor.
m
Inside the club, place two minor suspects armed with slug pistols and light armor. The interior of the large club room counts as one is
large crowd marker that disperses on a 5+ instead of 4+.
si
o
Deployment n
Deploy 5cm in from any table edge.
s
Special Rules
In Da Club: Unless the crowd disperses, the minor suspects in the club will not fire at the officers unless then officers fire first. Once
the crowd disperses, minor suspects will fire on the officers.

When the crowd is in the club, the 8cm detection radius does not apply due to the noise and the music. NPCs may
only make Notice checks when officers are in their front 180 degree arc of
sight.

Getting In: Players may not enter the club unless they pass a TN3 Negotiate or In- timidate check on either door
guard, or they KO or apprehend the back door guard. All investigators may attempt this Negotiate check twice in total. On the second
failure, the minor suspect at the door will attempt to grapple the investigator. It is assumed that all of the minor suspects are linked by
radios and therefore, if any of the two exterior guards go hostile, the two interior guards will use the Hostile subroutine as well, and
move directly towards the char- acter that has caused the first guard to go hostile.

As the minor suspects have no outstanding warrants, officers that attack the minor suspects before being at- tacked themselves will
gain 2 IAP.

Planting the Bug: To successfully plant the bug, of- ficers will need to enter, spend an entire turn (taking no actions), and exit an
office without cross-
ing the line of sight of any of the guards.
If the bug is successfully planted, the tap is a success. Each bug produces D6 of any combination of Elec- tronic, and Financial
missions

(players' choice). If the investigators


manage to plant a bug with any of the guards using the Hostile subroutine, the bug has been particularly well planted and will yield an
ad- ditional 2 Electronic Evid- ence.
Ending the Game
The game ends when all officers have either been KOed or exited from a table edge.
Mission 6: Bust the Lab

The players have managed to isolate an illegal synthskin lab. Though legal, the production of synthetic skin is highly controlled, as
unregistered fabricants often use synthskin to hide in plain sight. Consequently, illegal labs are often evidence goldmines that provide
financial data, contact lists, paper trails and high level suspects to of- ficers that can successfully bust them. Synthskin “chefs” are
often recruited from from meth cook- ers and the processes have similar requirements for security and waste disposal.

Luckily urban decay has provided a plethora of aban- doned buildings for skin chefs to ply their illegal trade.

Cost: 10 Budget, 1 People, 1 Place, and 1 Finan- cial Evidence


Evidence Generated: All

Prohibitions
None

Objectives
Officers must apprehend or KO all suspects in the building before they destroy their equipment and com- puters.

Setup
Set up 6 24cm x 24cm terrain tiles to represent the floors of an abandoned building. Each floor is largely open, but should contain a
fair amount of debris, oil drums, freestanding walls, old furniture and whatever else one would imagine an abandoned building to con-
tain. In the corner of each tile there should be a 5cm x 5cm stairwell room. This should have one door. Put the terrain tiles in order
from 1 to 6. 1 being the ground floor and 6 being the top floor of the building.
Player characters are not considered hidden at the be- ginning of the scenario

Players should then take 6 identical poker chips, la- beling 1 “lab” and 2 "guards", and leaving the rest blank. Randomize the chips
and place 1 on each terrain tile face down.

Players are then deployed in the stairwell of board 1 or 6 (players' choice). Players may split their group if they wish.

m
Special Rules is
Moving between Floors: Officers beginning their turn in the stairwell area may travel to any other stair- well for a single movement
action. Officers moving in- to the stairwell must wait until their next turn to move between floors.
si
o
Investigating the Floors: As soon as a player enters a floor from a stairwell, flip over the poker chip. Blank chips note that there is
nothing on this floor. n
s
Flipping the guards chip means that D6 minor sus- pects armed with blaster rifles and light armor are randomly distributed on the
floor. They are auto- matically hostile. They will appear within line of sight and in cover if it is available.

Flipping the lab chip means that D6 minor sus- pects with armed with pistols and D6 minor sus- pects armed with submachine guns
and light armor are present on this floor. All are immediately hos- tile. Place 5 pieces of lab equipment randomly around the floor.

The suspects with pistols are hostile towards the lab equipment, trying to destroy the evidence be- fore the police seize it. Whenever
the subroutine instructs the model to attack, they instead will
charge towards the nearest lab equipment piece. When the suspect gets in base contact with the lab equipment, roll a D6; on a 5+ the
lab equipment is destroyed.

Aw Snap, the Fuzz: When the players flip a guard or the lab chip, they should then flip all the re- maining chips to reveal the location
of the lab and the remaining guards. The pistol-armed suspects will begin rolling on the subroutine to destroy the lab equipment.
missions
Ending the Game
The game ends when all of the suspects are either KOed or apprehended, or all of the lab equipment is destroyed.

Each piece of lab equipment is worth 2 of any com- bination of Evidence Points (player’s choice) on a TN3 Process Evidence roll. If
this test is failed then the lab equipment is useless and yields no evidence.
The Investigation Campaign
At the heart of BATMAN is the investigation campaign. Players battle against time and budget to bust a major case. In the
investigation campaign, players cooperate to bust fabricants and apprehend the prime suspect of the plot.

The goal of the investigation is to accumulate enough Evidence Points in order to play and win the prime suspect’s final scenario,
before the players’ investigation budget runs out.

The Pre‐Campaign Setup


Each player creates a 50 point character.

After character creation, players should select the prime suspect they will be facing in a mutually agreeable manner. The prime
suspect is the kingpin of the operation, whose influence will affect the investigation (See Section: Prime Suspects).

Campaign Resources
The Budget
The players’ Budget score represents the money and time that the DFM is willing to devote to the investigation. If the Budget ever
drops to 0 or below, the players lose, as they are thrown off of the case. The exception being that if the Budget is reduced to 0 (or
below) as the result of paying for the base mission cost of the prime suspect’s mission, the players may
play through the mission, as it represents their last chance to catch the villain before getting pulled from the assignment. The players’
Budget starts at 100. The Budget may never go over 100. i
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Campaign Difficulty v
The investigation campaign as presented here is e
designed to provide a reasonable challenge to players s
that have a reasonable familiarity with the game.
Player groups wishing to make the campaign easier ti
or harder can do so by adjusting the starting budget. g
A higher budget means that players have more time
to gather the evidence they need, and more a
resources to purchase equipment and backup. ti
Conversely, a lower budget means that players are
able to play fewer missions and make fewer
o
mistakes before they get thrown off the case. Newer n
investigator groups could start with 120 Budget,
and more seasoned groups could start with 80 or
c
lower. Players could challenge themselves by a
seeing how low a budget they can start with and
still defeat the prime suspect.
m
Evidence
The goal of every mission in BATMAN is to accumulate Evidence Points. These points represent clues and pieces of evidence that
the investigators use to find leads, get warrants and eventually find the prime suspect. Players are ultimately saving for the prime
suspect’s final scenario, but they will be required to spend evidence already collected to play higher level missions, which allow the
players to gather other types of evidence. The five types of evidence are as follows:

People: Evidence gathered from questioning low- ranking suspects and the surrounding community.

Places: Evidence gathered from crime scenes that may lead to something more concrete such as bullet casings, fibers and CCTV
footage.
investigation campaign

Electronic: Evidence gathered from computers used in the criminal network


Theyor files that contain metadata useful
fire a weapon at a suspect within 2cm to
of the
a investigation.
crowd (1 IAP per attack action)
Financial: Paper trails that show financial transactions directly linked to the prime suspect or one of his high level lieutenants.
Physical: Evidence that directly links the prime suspect to a crime, such They exceed
as a gun usedthebythreshold of asuspect
the prime Question
or or Intimidate
a recorded
conversation ordering a hit. roll (1 IAP per goal that meets or exceeds the threshold)

They attack a suspect using the Normal subroutine (1


Internal Affairs Points (IAP) IAP per attack)
Not so much a resource, as points the players will occasionally accumulate due to negligence or intentional illegal action. The more
Internal Affairs Points the players accumulate, the greater chance that theThey KO internal
DFM’s with lethal forceteam
affairs a human that the
notices is using the illegal
players’
Fleeing
activity and sanctions them. Internal affairs can cut budgets, suspend officers andsubroutine andfire
ultimately notthe
theplayers.
Hostile subroutine.
Each player It keeps track
of their own Internal Affairs Points. Missions may have specific conditionsshould be noted
where that, for
characters the purposes
generate of IAP,
Internal suspects
Affairs Points, but
generally, players generate Internal Affairs Points when: are human until proven fabricant (1 IAP per attack)

A backup character is KOed for any reason (1 IAP


per character KOed)
The Campaign Turn
Step 1: The Mission
Players select a mission and pay any associated budget or evidence costs related to the specific mission they wish to play. Players
should consult Section: Missions for more detail on the costs and rewards for missions.
Step 2: Post‐Battle Results
When character models in BATMAN end the game in a KOed state, or worse, wind up removed from play entirely via a Coup de
Grace maneuver, they could suffer serious injuries or even death!

After each campaign game, players should check the status of each of their KOed or Taken Out models on the Character Post-Battle
Table below.

KOed models roll 1D6 - 1 on the table below to check the extent of their injuries. Taken Out models are in even worse shape, and
must roll 1D6 - 2 on the appropriate table below to determine their fate. They roll a single D6 and subtract 1 from the result.
However, before rolling, the player should roll the model’s Resolve, with every 2 goals scored applying a
+1 modifier to the die roll on the table.

Fate dice may never be rolled for these checks, but they may be “burned” to add a +1 to the D6 roll.

Fate dice used in this manner are gone for the rest of the campaign, representing that the character has used up some of his luck for
good in cheating death or serious injury.

Character Post‐Battle Table


Roll Result

1 or less: Dead or destroyed!

2 - Laid Up: Miss next battle

3 - Serious Injuries: -2cm Move next battle,


-1D attack rolls

4 - Light Injuries: -1cm Move

5 - Minor Scrapes: No ill effects

6 - Minor Scrapes: No ill effects

6+- Inspired Recovery: +1 Experience


then subsequently Taken Out via a Coup de Grace.
Their player moves to the post-battle stage of the
game and checks their status. First, she makes a
Resolve check for each of them and scores 3 goals
for Doyle and only 1 goal for Filch. Doyle gets +1
to her D6 check, and Filch gets nothing, as at least
2 goals were needed to gain a bonus. She then
rolls a D6 for each of them, getting a 4 for Doyle
and a 2 for Filch. The +1 the officer gained for her
good Resolve check cancels out the -1 from being
KOed, so her final result of 4 stands, and she
suffers only Minor Scrapes. Alas, poor Filch is
dead, as the -2 for being Taken Out lowers his dice
result of 2 to 0.
i
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Earning Experience v
In addition to earning experience for surviving near- death events, characters gain +1 experience for surviving each battle, and +1
Experience if they took any number of opposing characters out of action. e
Taking a character out of action means forcing him to make a KO check that he subsequently fails. The number of characters Taken
Out does not matter: whether a character KOs one, two, or even four foes in a battle, he still gains just +1 Experience. s
ti
Characters do not gain experience for performing Coup de Grace maneuvers.
g
Characters also gain 1 Experience for successfully obtaining evidence in the field. They may only ever get a
+1XP for this, regardless of how much evidence they obtain.
ti
A character may also gain experience for accomplishing specific scenario objectives, and these circumstances will be detailed in each o
scenario description.
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The Benefits of Experience
Every 5 experience points a character earns allows him or her to increase some capability relevant to his or her role in the team. We a
call these character milestones bumps. Every time the character reaches a bump, his or her player should roll on an appropriate table m
below and note the result.

A character may only roll a specific D6 result once, so if he rolls the same D6 number twice, he should roll

Example: Agent Doyle and her partner Officer


Filch both fall in battle. Doyle suffers a KO result
and finishes the game in that state. Filch was
KOed,
again until he gets one he has not already rolled. Bumps that appear on a chart multiple times may be rolled that number of times. For
example, if a chart lists +1 Vitality on a result of “1” or “2”, you could garner up to 2 additional Vitality from that chart.

Bumps that grant points toward purchasing new special traits may be “banked” for future use. In this way a character can save 1 pt.
until he earns a second one, and then could buy a 2 pt. special trait.
investigation campaign

Fighter Bumps
These bumps work well for characters who earn their credits in the thick of combat.

Roll 1D6

1 +1D Melee Attack Skill

2 +1D Ranged Attack Skill

3 +1D Melee Dodge Skill

4 +1D Ranged Dodge Skill

5 +1D DR

6 +1D on KO Checks
Non Random Advancement
If players dislike the idea of random
advancement, they could all agree to just select
which bump they want from the tables.

Step 3: Station Actions


After experience has been determined, players then process the evidence and the suspects that they have collected in their mission.
Players should track how many suspects are apprehended and Evidence Points they have collected.

Station Actions
When at the station, players who were not KOed during the mission may perform 1 station action for free. These players may perform
an additional 1 station action for 3 Budget each. Backup characters used during the mission may not perform station actions, as they
are temporarily assigned to the investigation.
Players may not use Fate on station actions.

Station actions include:

Interrogate suspect/scan fabricant data bank


Combine/change evidence
Ask for more budget
General Bumps Heal Vitality
Being good in a fight is not the only way to being a good cop. Characters wishing to hone their investigation skills use these bumps.

Roll 1D6

1 +1 Vitality

2 +1D Negotiate

3 +1D Question or Intimidate

4 +1D Process Evidence

5 +1D Fate

6 +1cm Move
Interrogate Suspect / Scan Fabricant Data Bank
Human and fabricant suspects that were apprehended rather than KOed can be interrogated for evidence. One suspect can be
interrogated per use of this action. Each suspect may only be interrogated once, using only one skill. If the roll is failed, the suspect
has nothing useful to contribute.

Interrogation is a threshold roll. Exceeding the threshold on an Interrogation roll fails the roll and nets the testing character 1 IAP as
they push their interrogation into the realm of police brutality. Players that exceed the threshold when rolling their Intimidate skill
generate 2 IAP instead of 1.
When interrogating a fabricant suspect, increase the threshold by +1D, as there are few laws protecting fabricants (even high grade
ones).

Minor suspects will give 1 People or Place Evidence Point (roll 1D6 1-3 People 4-6 Place) by passing a TN2[4] Question or
Intimidate check.

Major suspects will give 1 Evidence Point per goal rolled over the TN3[6] Question or Intimidate check. The evidence given can be
any combination of the evidence provided by the mission.

Fabricant suspects that were KOed during the mission (or more politely, decommissioned) can have their data banks scanned for
useful evidence. This follows the same procedure as interrogation above, except that the Process Evidence skill is rolled rather than
Question or Intimidate. In addition, players that exceed the threshold on a data bank scan do not generate Internal Affairs Points.

Combine/Change Evidence
Sometimes evidence processed in the field can be more useful when further refined back at the station. Players may attempt to
combine different types of evidence into a new type with a TN3[5] Process Evidence check. Failing the roll means that the evidence is
not combined, but still remains in its original form. Exceeding the threshold means that the evidence is not combined and is
destroyed in the process. Success means that the 2 original Evidence Points are combined into a new Evidence Point. The allowed
evidence combinations are below:
Healing Vitality
Players that were injured during the mission must use budget to heal their injuries. Players may spend 1 Budget per Vitality they wish
to recover. Medical advances have ensured that treatment is nearly instantaneous and does
0 goals - Verbal not putAttoo
Warning: themuch ofnext
end of an effect on the
investigation. mission, if ANY IAP are generated, add 1 to the
total.
Characters who were KOed last mission must spend 3 Budget to be healed to full capacity. It is assumed that the characters are rushed
to the hospital and that their injuries are treated. They simply send the station
1-2: the bill.
Ongoing Investigation - Internal Affairs
allows you to continue your investigation while i
Step 4: Internal Affairs they look into your case. Your Internal Affairs
Points are carried over to the next mission.
n
In this step players see the consequences of the rules violations they have committed over the course of the mission. Each player v
makes a goal roll, rolling 1D6 per Internal Affairs Point they have accumulated and -consulting
3: Budget Cut Lose 1D6the table below. Unless instructed by
Budget
the table, players discard any Internal Affairs Points after rolling and applying any consequences. e
2 x People = 1 Financial
4 : Case Review - Lose 1 randomly s
2 x Place = 1 Physical
determined Evidence Point.
ti
1 People + 1 Financial = 1 Electronic 5-6: Probation - The player cannot go out on g
next mission.
a
Ask For More Budget ti
Players may ask for more budget on a TN2[5] Negotiate roll. Players7+: You're
receive fired -per
1 Budget Good dayExceeding
goal. sir. The player is
the threshold means the
asking character gets 1 IAP per goal equal to or over the threshold. thrown off the case. o
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a
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Prime Suspects
Prime suspects are high priority targets for the DFM. Rather than simple soldiers and cappos in organized fabricant crime, these
power players organize and run criminal networks. The prime suspect is the ultimate target of the players’ investigation. Though they
are not confronted until the final scenario, their influence can be felt throughout the investigation, as investigators combat their agents
and goons. Most prime suspects do not have a stat profile like minor suspects. They rarely do any sort of dirty work and if they do,
they are rarely more effective than major suspects.

Prime suspects have several unique aspects:

Fabricants: Prime suspects will often modify their fabricant agents or enhance them in some way. This rule affects all fabricants
during the campaign.
Environment: This is the effect the prime suspect has on the campaign as a whole.

The Joker
The Penguin
The Riddler
Catwoman
Poison Ivy
Mr Freeze
Bane
Raz Al Gul P
ri
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Randomizing e
At times, the rules will require players to
randomize an undetermined number of tokens or S
suspects. The method of randomization is not u
important, only that it is mutually agreeable and the
chances are relatively even between the s
possibilities. One good method is to take an p
appropriate number of playing cards out of a
standard deck. Assign each one to a particular e
object and then shuffle them into their own stack. c
Players can then select one card to determine
which object is selected.
Nick
Anti-Human Terrorist Cell Leader

Nick is recent escape from Fabridyn labs in Tulsa, Oklahoma. Nick’s escape was preceded by anomalous neural patterns that his
handlers were unable to normalize. Nick escaped the facility in May 2061 and immediately jumped a bus to Dallas, where he met up
with the synthskin chef Tom Mako. After his skinjob, Nick has frustrated every attempt to apprehend him and return him to Fabridyn.
The recent bombing attacks on residential neighborhoods in the Texas panhandle have been linked to Nick and his new terrorist
network. Nick was believed to be brought into custody by Amarillo police, but since they were lacking a functioning fabricant scanner
at their station, they were unable to determine his humanity and he was released. Profilers at Fabridyn believe that Nick is planning
another major bombing attack, using lower
Prime Suspects
grade fabricants to act as mobile bombs. DFM agents have been able to isolate Nick’s hideout to somewhere on the Texas/New
Mexico border.

Fabricants: Hiding - Nick’s association with Tom Mako makes his skin jobs particularly effective. Tests to determine the humanity
(both verbal and remote) of a suspect are +1D greater than normal.

Environment: Terrorists - Whenever a known fabricant or a suspect of unknown humanity is KOed with lethal force, immediately
roll 1D6. On a 5+ the suspect was a mobile bomb and explodes in a DN5 blast with radius 6cm. Fabricants that explode are
completely destroyed and will not yield evidence.

-
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-
P
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SUS: 4612134 p
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Built: August 2060


Grade: 7
Manufacturer: Fabridyn Industries
Wanted For: Terrorist Threats, Trafficking
in Unlicensed Fabricant Parts, Assault,
Impersonating a Human Being.
97
Compound Buster

The investigators have pinpointed Nick’s hideout and need to take him out

Evidence Required: 2P 4PL 1E 3F 1PH Cost: 15 Budget

Prohibitions
None. Shoot on sight.
Prime Suspects

Setup
Place the compound structure in the center of the 48cm x 48cm board. The compound is underground and is represented by three
separate 24cm x 24cm floors. Place two guards (minor suspects with assault rifles) about 3cm away from the compound on opposite
sides of the building. The compound’s rooms should be suitably terrained with interior walls and other cover. As this hideout is in a
pretty desolate stretch of the New Mexico desert, the rest of the table should be sparse with terrain.

Objectives
KO or apprehend Nick and escape off the board.

Special Rules
Entering the compound: Shooting or failing to KO a guard in 1 turn will raise the alarm (note that guards will not explode per
Nick’s fabricant special rules). The door to the compound is locked and needs to be opened. It can either be picked or forced. Picking
is a TN3[5] Logic roll and forcing is a TN3 Prowess roll. Forcing the door or meeting the threshold on picking the lock automatically
raises the alarm (see below).

Raising the Alarm: The game begins with the officers hidden (unless they take backup which is never hidden). The alarm is
raised if an investigator is in line of sight of a suspect for one full turn without that suspect being immediately KOed.

Once the alarm is raised, D6+1 per player minor suspects with assault rifles will appear in 6 turns from a random board edge. From
this point on every 3 turns, D3 minor suspects armed with assault rifles appear from a random board edge. All reinforcement suspects
use the Hostile subroutine. When outside the compound, they will ignore the directive of their subroutine and charge directly towards
the investigators every turn until they get within line of sight of the investigators. They will then use the Hostile subroutine as normal.

Fighting in the compound: The compound has three levels. Each floor has a 5cm x 5cm stairwell in the center. The stairwell is an
uncovered spiral stairwell, so it contains no cover. Investigators beginning their move within the stairwell may move between any
floor with one Move action. Each floor contains the following suspects. All suspects during the scenarios are confirmed to be
fabricants: they may be shot on sight.

Ground Floor: Contains 2 minor suspects armed with submachine guns and light armor.

Basement 1: Contains 2 minor suspects with assault rifles and light armor.

Bottom Floor: Contains Nick and 2 minor suspects with assault rifles.

Ending the game


The game ends when Nick is apprehended or KOed.
If Nick is KOed, the other fabricants will continue to fight indefinitely. If he is apprehended, or convinced to surrender, the rest of the
fabricants will switch to the Fleeing subroutine.

If the players KO Nick, they will need to escape off any board edge to end the game.
Steve
Fabricant Mad Scientist

In 2055 Fabrimatic corp. made the ultimate out- sourcing decision: they wanted to replace their research team with grade 8 fabricants.
Steve was the first re- search fabricant of that series. Rather than escaping, Steve was stolen in a raid on the Fabrimatic’s Seattle fa-
cility in 2058. It seems that Steve has managed to get away from his captors and is operating on his own, do- ing illegal fabricant
upgrades and skin jobs. He was last seen in April leaving a Bellevue tenement.
Prime Suspects
Fabricants: Increased grade - Suspects that are de- termined to be fabricants are +1D ranged combat and close combat skill.

Environment: Increased technological level - Sus- pects replace any pistols with blaster pistols and any submachine guns and
assault rifles with blaster rifles. Any fabricant suspects are also considered to have light armor.
United states department of fabricant Management - Field Manual

P
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SUS: 6548734 p
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Built: January 2056


Grade: 8
Manufacturer: Fabrimatic
Wanted For: Trafficking in Unlicensed
Fabricant Parts, Impersonating a Human
Being, Synthskin Possession
101
Night of the Fabricant
Prime Suspects
Steve has been using discarded parts from all of his fabricant upgrade jobs to build a horde of grade 1 fabs to occupy a section of
Seattle. The players have tracked him down just in time to witness Steve’s activation of his horde. Steve has created three automated
fabricant creators in an old block of tenements. Steve is in direct control of these creators, so taking out Steve will take out the
creators.

Evidence Required: 2P 4L 0E 0F 4Y Cost: 10 Budget

Setup
Place three buildings with at least two entrances at least 24 cm from one board edge and at least 9 cm from each other. The player will
enter from this board edge. Place 1 fabricant drone (minor suspect with knives) per player outside each building; these will seek and
attack the nearest investigator each turn. This replaces any subroutine they would normally use.

These fabricants are mindless. You cannot Negotiate with or Intimidate them.

Objectives
Eliminate the Mad Scientist

Special Rules
Fabricants: Place 1 fabricant per player outside each building; these will seek and attack the nearest investig- ator each turn. These
fabricants are mindless. Players cannot Negotiate with or Intimidate them.

Endless horde: Every time a fabricant is killed, re- move them for 1 turn, and the turn after that place 2 fabricants back on the table
within 5 cm of a random building.
Investigating the buildings: Players must enter each building in order to find Steve. When an investigator enters a building, roll on
the table below.

Steve is hiding in one of the buildings and must be routed out. When they players find him, he will use the Hostile subroutine.

Fabricants cannot enter or exit the buildings.

When a building is investigated, remove all fabricants spawned from that building, then place 1 fabricant within 5cm of each
remaining building

Event table for first building entered

1-2: Ambush - Place 1 fabricant per player in the


building. These fabricants use the Hostile sub-
routine.

3-5: Big Red Button - Building is disabled, but


the scientist is elsewhere.

6: There He Goes - The scientist escapes out the


back door, flees for the nearest building and leaves
1 fabricant per player behind him at the back door
(the one opposite the players) to aid his escape. If
both entrances are blocked by investigators, he and
the fabricants in the building will stand their ground
and attack the investigators at the entrance with the
few- est visible officers.
Event table for second building entered

1-2: Ambush - Place 1 fabricant per player in the


building. These fabricants use the Hostile sub-
routine.

3-4: There He Goes - The scientist escapes out the


back door, flees for the nearest building and leaves
1 fabricant per player behind him at the back door
(the one opposite the players) to aid his escape. If
both en- trances are blocked by investigators, he and
the fabric- ants in the building will stand their
ground and attack the investigators at the entrance
with the fewest visible officers.

5-6: There He Is - The scientist holds his ground P


and sends 2 fabricants per player to attack the
players. ri
Event table for third building entered
m
1-6: He's Here and Pissed - The scientist holds e
his ground and sends 2 fabricants per player to
attack the players. s
u
Ending the game s
The game ends when Steve is apprehended or KOed.
p
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Rmb - 0
Rogue Military Fabricant

Rmb - 0 is the latest military grade fabricant on the market. One of the latest grade 8s, it is designed to be entirely self sufficient,
operating behind enemy lines, blending into the human population and conducting state sponsored acts of terrorism. Rmb - 0 was just
about to be sent overseas when it escaped its handlers and began running guerrilla raids on the urban population. It is undetermined
whether this was caused by a malfunction or deliberate sabotage.
Prime Suspects
Fabricants: Training - Rmb-0 is designed to hack into and upgrade local fabricants in order to establish a local insurgency. Fabricant
suspects are +1D in both ranged and melee combat.

Environment: Sloppy - Rmb-0 is designed to cause as much havoc as possible, covering its trail just enough to elude destruction and
no more. With the help of DARPA, the DFM is able to easily recognize Rmb-0’s trail. All Process Evidence rolls are TN -1.
United states department of fabricant Management - Field Manual

P
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SUS: 8675309 e
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Built: June 2061


Grade: 8
Manufacturer: General Fabricant
Wanted For: Murder, Assault, Destruction
of Property, Impersonating a Human Being.
105
Dragnet

The characters have managed to isolate Rmb-0

Evidence Required: 2P 4PL 0E 0F 4PH Cost: 10 Budget

Setup
Prime Suspects

Place 6 buildings on a 24cm x 24cm board. Randomly scatter 10 tokens per player over the board keeping them at least 6 cm from a
table edge. Divide the board into equal quadrants. Players may deploy from any board edge.

Objective
KO Rmb-0.

Special Rules
Lurker: The investigators know for sure that Rmb-0 is in the area, but his combat camouflage keeps him hidden. The tokens
represent any little noise, a metallic contact, or a thermal anomaly. The players must investigate these tokens in order to find Rmb-0
the hard way. For the purposes of determining victory conditions and number of counters on the board, backup characters count as
players.
Roll 1D6 when an investigator moves on a token

1: Trap - Pass a TN2 Reaction or suffer a DN3 hit

2: Stepped on a Twig - All tokens in the quadrant


move 1 cm closer to the player

3-5: All Clear - Nothing happens

6: Tracks - Move the 5 closest tokens 2cm in a dir-


ection determined by the player

Roll 1D6 if a token moves onto a player character.

1: Attacked - Suffer 1 Vitality damage that cannot


be negated

2-3: Trap - Pass a TN2 Reaction check or suffer 1


Vitality damage

4-5: Smelling Blood - All tokens in the


quadrant move 1cm closer to the player

6: Just a mouse... you hope


If a token contacts a board edge, it escapes off the board.

Ending the Game


Every turn, before investigators act, roll 1D6 for each
quadrant of the board.

1-2: Each token moves 1D3cm towards the nearest


player.

3-4: Each token moves 1D3cm towards the closest


edge (randomize if two sides are equal).

5-6: Each token moves 1D3cm towards the second


closest edge (randomize if two are equal).
1. If 2 tokens per player escape off the board,
Rmb-0 manages to slip your dragnet.
2. If there are less than 2 tokens per player
on the board, randomly determine which one is
Rmb-0. Rmb-0 will never surrender (re-roll if
the sub- routine indicates this). Rmb-0 begins
the game using the Hostile subroutine.
Christian
Fabricant Facestealer

Christian is the name given to fabricant FB-0984561, who es- caped from a Fabridyn plant in South Bend, Indiana. Christian is a
standard service model built for Chicago mayor Fukizia. Upon its escape, Christian made its way to the Chicago area, ostensibly to
better blend in with the large fabricant population. DFM agents initially figured that Christian would make its way to May- or
Fukizia’s residence as it was instructed to do. Being only a grade 4, DFM agents were not looking for any signs of creativity from
Christian. However on June 28th 2058, Christian disap- peared from scanners and is suspected to have gotten a skin job. Since grade
4s do not normally get skin jobs, it is suspected that Christian received some modification, either willingly or forcibly, by some
organized crime unit.
Prime Suspects

Christian’s EM patterns have been detected on several persons, which indicates that it has been shifting human identities rather
rapidly. More troublesome is that it has been impersonating sev- eral key figures in the Democratic Party of Chicago. Whether
Christian is acting alone or as a puppet of another organization, it seems that it is infiltrating the party in order to run for mayor of
Chicago against Mayor Fukizia.

Fabricants: Harder to Detect Fabricants - Whoever Christi- an is working for has access to better than average skin job equipment.
Tests to determine suspects humanity are TN+1.

Environment: Chance to Lose Evidence - It is difficult to pin evidence to Christian or someone it is impersonating. Often, evidence
that is collected turns out to be attributed to the real person Christian is impersonating. At the end of each mission roll 1D6. On the
roll of a 1, 1 random Evidence Point collected during the mission is deemed inadmissible and is discarded.

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United states department of fabricant Management - Field Manual

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Built: July 2060


Grade: 4? Possible Neural Upgrade
Manufacturer: Fabridyn
Wanted For: Fraud, Extortion,
Impersonating a Human Being.
109
Operation Facelift
Prime Suspects
The investigators have managed to isolate all of Christian’s identities. They will all be attending a Democratic fundraiser. Agents
must identify the real Christian quickly and put it under arrest.

Evidence Required: 4P 4PL 2E 2F 2PH Cost: 20 Budget

Setup
The game takes place on a 48cm x 48cm board decorated to look like a large dining hall or convention center. The Board should have
a single 6cm wide doorway. This is the only exit point. The board should have an assortment of tables, chairs and buffet pieces. Place
3 minor suspects per player and 1 crowd marker per player all at least 9 cm away from the table edges.

Objective
Subdue or eliminate the fabricant threat in 3 + ½ the number of investigator turns.

Special Rules
The Party: All minors suspects begin using the Normal subroutine.

Finding Christian: Investigators can make a TN2 Question roll to determine the identity of a suspect. Any investigator can attempt
to further isolate Christian by rolling a Deduction check, the TN equal to the remaining unidentified suspects. Success isolates the
Facestealer to 1 suspect per player (randomly determined).

The players then have 3 turns to successfully question the isolated suspects (even if they have already been identified). Once these
suspects have been identified, the player with the highest deduction must then pass a
TN(number of suspects) to isolate Christian from the remaining suspects (randomly determined from remaining suspects).

Ending the game


Once isolated, the investigators are able to apprehend Christian in a number of ways.

1. They can KO Christian with lethal force if


they have purchased the shoot on sight
warrant. However the mission is failed if any
innocent civilians or suspects other than
Christian are harmed.
2. They can attempt to convince Christian to
surrender with a TN 4[5] Negotiate check. If
the check fails, Christian will switch to the
Fleeing subroutine and try to make for the
door. If the threshold is exceeded, then
Christian will attempt to fight his way out. He
will switch to the Hostile subroutine.
John
Fabricant Revolutionist

John’s origins are largely unknown. His power signa- tures and other forensic traces seem to suggest he is of Chinese or British
manufacture, yet all physical de- scriptions and surveillance footage measures his pro- portions as a distinctly American model. John
has been linked to several high profile murders in the North East, including Pennsylvania State Senator Jack O’Bri- en. It is believed
that John is either working for or leading some sort of revolutionary group that targets community leaders and politicians. John is
currently believed to be in the Washington D.C. area plotting his biggest hit yet. It is not currently known how John will strike, but his
usual method is to use a high powered rifle to take out his targets from a reasonable distance.
Prime Suspects
Environment: Foreign Money - Whoever John’s backers are, they have the resources to equip their agents with the best equipment.
In the rules, when it says that a suspect is armed with a pistol, they are armed with submachine guns and when it says they are armed
with submachine guns, they are armed with as- sault rifles.

Fabricants: Good Shots - John’s agents are particu- larly good shots. All fabricant suspects have +1 Ranged Attack skill.

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United states department of fabricant Management - Field Manual

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Built: ?
Grade: Possible 8
Manufacturer: ?
Wanted For: Murder, Assassination of an
Elected Official, Impersonating a Human
Being.
113
Defend the Eagle
Prime Suspects
The players have managed to isolate John’s next hit before he has a chance to do it. Now all they have to do is catch him before he
can pull it off.

Evidence required: 4P 3PL 2E 5F 2PH Cost: 5 Budget

Setup
Start with a 48cm x 48cm table. Place the gov- ernment official near one edge of the board fa- cing the far side (a stationary NPC that
will never move).

Place 3 crowd markers per player near the offi- cial, but no closer than 4cm, and all in his front 180 degree arc.

Place 1 concealed sniper marker per player at least 24cm from the official and at least 6cm from each other.

The players start on the same board edge as the official.

Objectives
Root out John by checking crowds and sniping posi- tions, and eliminate him before he has a chance kill the official.

Special Rules
Feds: Its pretty easy to spot the men in the black suits with the ear pieces. The players do not start the scenario as hidden.

Rooting Out John: Players needs to check as many crowds and potential sniping positions as possible, in order to find John before he
has a
chance the take the shot. Investigators must be in base contact with a crowd and successfully check it on a TN1 Notice check. Sniping
positions are checked on a TN2 Notice check.

Once an investigator has successfully checked a crowd or position, roll 2D6. On a 12, John is present in that marker. Place him on the
table in base contact with the marker. He will automatically attempt to make the shot on the next NPC phase (See Taking the Shot
below).

Regardless of the whether John is found in a suc- cessfully investigated marker, note that the marker has been searched. John will be
in the last marker searched if he is not in any of the others searched.

The Spook Level: John takes his time to line up his shot, but will take it early if he feels threatened. The Spook Level is the measure
of that pressure and should be tracked on a separate sheet of paper or a large die. The Spook Level starts at 0.

Roll 1D6 at the start of every turn; deduct this amount from the Spook Level. The Spook Level may never be less than 0.

The following actions increase the Spook Level.

Checking a crowd (+2 Spook)


Checking a sniping position (+1 Spook)

Failing on these checks generates an additional


+1 Spook
Taking the Shot: John will take the shot under the following circumstances.

1. If a player discovers him in a crowd marker or sniping position, place John in base contact with the marker in
which he was discovered. John will take the shot on the next NPC phase and, due to the rushed nature of the shot, will only
succeed on a 4+. Regardless of whether he successfully kills the official, he will switch to the Flee- ing subroutine.
2. If the Spook Level is 4 per player or high- er, the assassin takes the shot and kills the official on 5+. If he fails
to kill the official, randomly determine his position from the remaining unsearched crowds and posi- tions. John will use the
Fleeing subroutine.
3. John takes the shot on the round 8 NPC
phase. He automatically kills the official. The
players have failed.

Ending the Game


The game ends when the official has been killed or when John is KOed, apprehended, or flees off of the table. Players fail the mission
if the official is killed.

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Tom Droga
Human Hate Group Leader

Not all prime suspects are rogue fabricants. One of the DFM’s primary charges is also to protect fabricants that are being used legally.
Tom is a pro-human hate group leader based out of Orange County, California. Tom has led a number of high profile anti-fabricant ri-
ots, and destroyed several large fabricant manufactur- ing centers in southern California. Tom was placed on the DFM prime suspect
lists when it was suspected that he was gathering resources for another riot on the Honda plant on Balboa Island.
Prime Suspects
Environment: Fabricant Hate - DFM agents aren't welcome in Orange County and Question or Intimid- ate checks are +1TN. Any
fabricant character suffers a further +1TN to Question checks and Intimidate checks.

Fabricants: None - Tom’s organization does not use fabricants of any kind. All suspects during the cam- paign are human. The shoot
on sight warrant may not be purchased.

unknown
United states department of fabricant Management - Field Manual

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Born: 23 December 2012


Place of Birth: Irvine, California
Wanted For: Embezzlement, Inciting a
Riot, Illegal Decommissioning of a
Fabricant

117
Defend the Plant
Prime Suspects
The investigators have managed to find the time and place of Tom’s raid on the Honda Fabricant plant. The investigators need to
defend the plant, but must do it with non-lethal force, as civilian casualties would be a PR disaster for the DFM.

Evidence required: 6P 5PL 1E 1F 2PH Cost: 5 Budget

Objectives
Break the crowd and get them to disperse before they reach the factory.

Prohibitions
Players may only use non-lethal force.

Setup
On a 48cm x 48cm board place 3 buildings in a mutually agreeable manner. On one side place 4 rioters (minor suspects armed with
improvised weapons) per player at least 10cm on one side (chosen by the players). For the purposes of determining the number of
rioters, backup characters count as players.

On the opposite side, the players may deploy anywhere on ground level within 6cm of the edge which represents the gates of the
factory. Players may deploy up to 10cm of additional barricades.

Special Rules
Riot Line: The agents are clearly visible and do not count as hidden for this scenario.

Rioters: Rioters begin using the Hostile subroutine. If ever a rioter finds itself without a target, they will move 6cm directly towards
the players’ deployment zone.
The Crowd: The edge where the rioters deploy is a seething, angry mob which is slowly approaching the players. The mob is
considered impassible terrain and advances straight ahead 6cm at the beginning of the NPC phase. The crowd ignores any barricades
or buildings. If the crowd reaches the players’ deployment zone, they have reached the plant and will loot and wreck it. If the crowd
reaches the factory, the investigators lose.

At the beginning of the NPC phase, the crowd disgorges an additional D6 rioters, which immediately make a 10cm Charge move
towards the players.

Breaking the Crowd: After all investigators have acted, but before the next round begins, roll 1D6 for every rioter that the players
have KOed with non-lethal force; if the roll shows 4 goals or more, the crowd has been broken and retreats. The game ends and the
factory is safe.

Ending the Game


The players win if they successfully break the crowd. The players lose if they fail to break the crowd before it reaches their
deployment zone.
Appendix I:
BATMAN as a Pen and Paper RPG
The main focus of the rules in BATMAN is to enable players to conduct investigations and fight battles with miniatures on the
tabletop. However, BATMAN can also be used as a light pen and paper role playing game. In pen and paper RPGs, a Game Master
(GM) directs the story and NPCs for the players. Though these games can use miniatures, it is assumed in this section that players will
not be using miniatures and terrain, though they may be using a map to track character positions in combat. The following rules
should be used when playing BATMAN as an RPG.

Characters
Players create characters using normal methods, but they should use 70 pts instead of 50. To facilitate storytelling and player
durability, RPG characters have 6 Vitality instead of 3.

a
NPCs p
Players running an RPG session will need a variety of enemies for the players to fight, interrogate, and interact with. Minor and major
suspects are a good start for GMs to use as mooks and other disposable characters, though they are encouraged to modify them to suit p
the specific needs of the story. Players should use the same process that player characters use for more important characters in the e
campaign.
n
Backup characters can be used to support the players, or as NPCs in their own right. It is recommended that the GM controls backup di
characters rather than the players, to prevent them from being treated as an item of equipment.
Gameplay
GMs running an RPG session need not conform to the rules of the cooperative campaign, though they can adapt its concepts to their
story. Here are a few ideas on how GMs can adapt the cooperative campaign rules.

Internal Affairs Points: Players could still accumulate IAP for any breach of regulation. GMs should use their discretion when
determining what accrues an Internal Affairs Point.
GMs should also be aware of what misdeeds are visible to BATMAN. While there is certainly more surveillance in the 2060s than
today, American privacy groups have managed to keep public and police surveillance well behind the rest of the world.

The GM should set an IAP threshold for players. Players crossing this threshold face consequences determined by the GM. Unlike the
cooperative campaign, IAP consequences should affect the entire investigation rather than individual players. Some sample thresholds
include:

5 IAP: Players are put on suspension with leave for one game week. Players lose their arrest authority and must turn in their service
weapons for this period. Players choosing to act further on the case do so without the authority of the DFM behind them.

7 IAP: Players suffer suspension as above and damages from a legal action against BATMAN must come out of the characters’
budget. This can either be a direct numerical penalty to the players (players lose 10 Budget) or more abstract (players cannot use
backup characters for one month when they get back on the beat).

10 IAP: One of the players is set for termination from the force. Unless the players are able to call in a few favors or negotiate
another settlement, one of the players (chosen by the GM) is off the case.
Subroutine Quick Reference Sheet
Normal Fleeing Hostile Subroutine
Subroutine IfSubroutine
every officer in the NPC’s line of sight If every officer in the NPC’s line of sight
If every officer in the NPC’s line of sight
is hidden... is hidden...
is hidden
1-2 Keep running: The NPC charges 1-2 Where did they go?: The NPC faces
1-3 Scan for the fuzz: Roll a Notice
directly towards the nearest table edge. the last visible officer and makes a
check on any officer in line of sight.
Notice check on every hidden officer
3-5 Look over your shoulder: The NPC with in line of sight.
4-5 Quick look around: The figure
makes a Notice roll for all of the officers
stays in place but randomize their facing.
in line of sight. 3-5 Root them out: The suspect moves
6 Move: Move D3cm in a random to- wards the location of last visible
direction. 6 I think I lost them: The NPC is now officer and makes a Notice check on the
using the Normal subroutine. Roll closest hidden officer.
immediately on the appropriate chart.
If there are officers in line of sight that 6 They must have run off: The suspect
are not hidden, but there are fewer is now using the Normal subroutine and
visible officers than suspects rolls immediately on the appropriate
If there are more suspects than visible
officers table
1-2 See if there are more: Roll a Notice
check for all hidden officers at +1D. If there are more visible suspects than
1-3 Leg it: The suspect moves directly
visible officers
away from any visible officers. The
3-5 Try to slip away: The figure moves suspect will not seek cover, but will run
to the nearest cover and hides. It will 1 Kill the pig: The suspect moves
as fast as they can (in- cluding charging)
only hide if it makes it into cover or a towards the officers (even if it means
away from the police. going out of cover) and makes a Ranged
crowd marker.
Attack at the officers or attempts to
4-5 Run and hide: The suspect will
6 Aw snap, the fuzz: The NPC rolls charge towards the officers, if they do
move to- wards the nearest cover or
immedi- ately on the appropriate Fleeing not have a ranged weapon.
crowd marker and hide.
subroutine, applying the result.
2-5 Shoot ‘em: The suspect takes one
6 Maybe we can take them: The NPC
If there are more visible officers than Move action towards cover and the
makes a TN2 Resolve roll. Success
suspects second to fire at the nearest visible
means the suspect switches their
officer. If the suspect is already in cover,
1-3 Try to slip away: The figure moves subroutine to Hostile and makes an
then they will make a Ranged Attack at
to the nearest cover and hides. It will immediate roll on the appropri- ate table.
the officers. Suspects without ranged
only hide if it makes it into cover or a Failure means that this roll should be
attacks will attempt to Charge the closest
crowd marker. treated as a 4-5 on this table.
of- ficer.
If there are more visible officers than
suspects
4-6 Aw snap, the fuzz: The NPC rolls 6 Say hello to my little friend: The
im- mediately on the appropriate Fleeing suspect performs two Ranged Attack
1-4 Leg it: The suspect moves directly
sub- routine, applying the result. actions at the nearest visible officer. The
away from any visible officers. The
suspect will not seek cover, but will run second is an addi- tional action that
If there is an officer in base contact
as fast as they can (in- cluding charging) exceeds their normal allot- ment of two
away from the police. actions. Suspects without ranged
Bolt: The suspect immediately charges weapons will also use two Move actions
dir- ectly away from the officer in base If
in there are more
an attempt visiblethe
to Charge officers thanThis
officers.
contact. The officer may attempt to stop Run and hide: The suspect will move suspects
to- wards the nearest cover or crowd extra Move action uses the model’s base
this by imme- diately making a TN3 Move; then the model makes a Charge
Grapple check. Success means the marker and hide. 1-4 Shoot ‘em: The suspect will take
action.
suspect is held in place. Failure means one Move action towards cover and the
they complete their movement. Surrender: The suspect does not want second to make a Ranged Attack at
to run anymore and gives himself up. nearest visible officer. If the suspect is
- 5 Nothing to hide: The suspect does The sus- pect is immediately counted as already in cover, it will remain stationary
nothing and submits to whatever the apprehended. and use a Ranged Attack to attack the
officers require. officers. Suspects without ranged attacks
will attempt to Charge the closest officer.
6 You’ll never take me alive: The
character immediately makes a Melee 5-6 This might not be winable: The
Attack on the of- ficer with whatever suspect immediately makes a TN2
weapon he has. The NPC is now hostile. Resolve check. If they pass, treat this
result as a 1-4. If they fail, they are now
using the Fleeing subroutine. Im-
mediately make a roll on the appropriate
table.
Weapons Quick Reference Sheet

Blaster Pistol
Effects: Ranged combat only, DN5, count range bands past Medium as one higher.
Notes: Set to Stun*

Cost: 2 Budget

Blaster Rifle
Effects: Ranged combat only, DN6
Notes: Set to Stun*

Cost: 3 Budget

EMP Blaster
Effects: Ranged combat only, DN6 vs. fabricants, DN3 vs. humans.
Notes: Fabricants KOed by this weapon have a chance of having their memory banks disabled. Roll 1D6 on a 5+, the fabricant
suspect’s memory has been destroyed. The suspect can not be interrogated at the station or have its memory scanned.

Cost: 1 Budget

Fists
Effects: Melee combat only, DN2

Costs: 0 Budget

Stun Grenades
Effects: Ranged combat only, radius 4cm, TN4 Resolve check or Stunned

Cost: 2 Budget

Heavy Armor
Effects: +3 re-rolls to DR checks

Cost: 2 Budget

Knife
Effects: Close combat DN3

Costs: 1 Budget

Light Armor
Effects: +2 re-rolls to DR checks

Cost: 1 Budget
Med Kit
Effects: The character using the kit makes a TN4 Logic goal roll. If successful, the user, or a character model in base contact regains
1 lost Vitality. A single Med Kit may only be used twice in one scenario. May not be used on fabricants.

Cost: 2 Budget

Sniper Rifle
Effects: Ranged combat only, +1D for range bands over Long, base DN6. Armor Piercing, -2 re-rolls provided by armor or gear.
Notes: Models using a sniper rifle must possess Prowess 4+ to move normally and shoot with it. Those that do not may only move
2cm if they plan to shoot the weapon that turn.

Cost: 4 Budget

Fabricant Scanners
Effects: Range 10cm. Note that if this is used to detect the humanity of a suspect, it may only be used once per suspect. Failure to
detect the humanity of a suspect with the device means that a verbal test must be administered (see Section: NPCs)

Cost: 1 Budget

Shotgun
Effects: Ranged combat only, DN4, radius 2cm

Cost: 2 Budget

DFM Standard Issue Slug Pistol


Effects: Ranged combat only, DN4, count range bands past Medium as one higher

Cost: 0 Budget. The DFM issues all officers with a slug pistol out in the field.

Large Caliber Assault Rifle


Effects: Ranged combat only, DN6, +1D Ranged Attack beyond Short range band

Cost: 3 Budget

Sub Machine Gun


Effects: Ranged combat only, DN5, count range bands beyond Point Blank as one higher, radius 3cm

Cost: 3 Budget

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