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Getting Things Done quick refernce card
QUICK REFERENCE
SEQUENCE OF PLAY Each round is broken into four phases: 1. Take the Lead: Draw a counter from the bag. The owner of the counter chooses who goes first. 2. Raise the Plan: First player distributes his Action Counters, then the second player and so on. # of counters* per character = character’s Willpower
* -‐1 Action Counter per 2 Damage markers
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3. Execute the Plan: Players take turns activating models, beginning with the player who Raised the Plan first.
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Pass: the player with fewest models can Pass as many times as the difference between crew size; but only 2 times in a row.
4. Victory Points and Casualty Recount: a) Effects are resolved b) VP count c) Characters try to Recover
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SKILL ROLLS
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Agility Roll: roll 1D6, if result is equal to or less than that character’s Movement value. Willpower Roll: roll 2D6, if total sum is equal to or less than that character’s Willpower value the roll is successful. Endurance Roll: roll 2D6 if total sum is equal to or less than that character’s Endurance value the roll is successful.
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MOVEMENT ACTIONS •
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Model’s movement action: = Basic Movement Distance (10cm) + 1D6cm per MC spent. Run (costs 1MC + 1SC): Double that character’s basic Movement distance in straight line of at least 10cm. May not cross Obstacles or Difficult Ground, Climb or Jump during this move.
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. If the difference is 11 to 15cm the character
takes equal to half its Endurance value. If the difference is greater than 15cm the character removed as a Casualty. -‐ All falling models must also pass an Agility roll or be Knocked Down. -‐ If the model survives and isn’t Knocked Down and also has movement left he may continue to move. Stand Up: (costs 1 Action Counter) After standing the character may move and act as normal. Crouching: (costs 1 SC) Declare when in base contact with a piece of terrain. Will remain in “cover” until he moves or says otherwise. +1 to Ping! rolls if in between character and shooter. Manipulate: (costs 1 MC) if in base contact with appropriate feature or carrying it; gain benefits. Only once per object per round. Difficult Ground: (costs 1 MC to enter)the model suffers from Impaired Movement until it clears the terrain. ** Impaired Movement: Movement is halved (each 1cm costs 2cm) -‐
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Climb: (costs 1 MC) Vertical obstacle that is taller than model. Measure both vertical/horizontal distance needed** Jump a Gap: (costs 1 MC) maximum possible distance is equal to Jump Capacity. (Actual distance jumped is Impaired Movement) Jump Capacity = Half total movement allowance. Spring into the Air: (costs 1 MC) If unable to finish a Climb the model’s remaining distance is equal to or less than the Jump Capacity the climb is successful; otherwise it Falls. Leap Down: (costs 1 MC) If the distance (unimpaired) is equal to or less than the Jump Capacity the model is placed on the lower level; if greater then it falls the rest. Falling: Calculate the height of the Fall minus the Jump Capacity. (if Pushed JC= 0) -‐ If the difference is up to 5cm the character takes . -‐ If the difference is 6 to 10cm the character takes
ATTACK ACTIONS (Once Per Turn)
Strike: (1 AC per Strike) 1 Strike = 1 “to Hit” Roll. Hit Rolls: roll 1D6. For each result is equal to or higher than target’s Defense, make a Damage roll. -‐ Outnumbered models suffer -1 to their Defense (close combat only). -‐ Defensive Position: models gain +1 to their Defense (close combat only). Collateral Damage: Roll an extra D6 of different colour/size every time you make a Damage roll. If D6 result is the same as any Damage dice (except 1s), the target is Knocked Down. If a 6 is matched, and any damage is caused then a Critical Hit is achieved. Critical Damage (CRT): The target receives 1 extra . If the weapon has a CRT rule, then the CRT effect may substitute it.
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The target will be pushed a number of cm equal to the Collateral die. If it can’t move the full distance it will suffer a Hit with a Strength 4+ and Damage . BLOCK (CLOSE COMBAT ONLY): (1 DC per D6 ) For each D6 result that is equal or greater than the enemies current Attack value, a Hit is cancelled.
RANGED COMBAT:
Shoot: (2 AC) Must be more than 5cm away from any enemy models. A D6 to Hit for each ROF value the weapon has (if the attacker has moved this round ROF= 1). Each Damage roll fails vs target still receives one . Ping!: Target rolls 1D6 per obstacle in the path of the Hit. If the roll is greater than the Ping! value of the obstacle the Hit is discarded. -‐ 4+ for walls, “solid” object or other model (friend or foe). -‐ 5+ for wooden fences, trees, cars, edge of building’s roof or urban furniture. -‐ 6+ for hedges, wire fences, boxes or domestic furniture.
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SPECIAL CLOSE COMBAT:
Grab: (costs +1 SC) must use “unarmed”. If target is damaged he also receives the Pinned Down effect. If a model is Pinned Down, he will receive a -1 penalty to his Attack value and will not be able to move or spend MC. If Pinned Down by several enemies at once, it will receive -1 Defense for each additional enemy to a minimum of Defense 1. Push: (costs +1 SC) If target is damaged he also receives the Pushed effect. And may result in the target Falling.
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RECOVERY:
Recover from Stun: Roll 1D6 (+1D6 per SC spent). For each 4+ result, remove 1 . Recover from K.O.: Make and Endurance Roll. If successful, remove the K.O. effect but remains Knocked Down and remove 1 .
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Victory Points
OBJECTIVE MARKERS
To control and objective, you must have at least 1 model in base contact, and no enemy models in contact with the objective or with your model. Control is calculated at the end of Casualty Recount phase. Characters that are K.O. can never control objectives. Riddles D6 Results 1 Fail: The player loses 1 VP 2-3 Fail: 0 VP 4-5 Solved: The player gains 1 VP 6 Solved: The player gains 3 VP -‐1 to roll if attempting to Solve another player’s Riddle Remove the Riddle objective with any result.
Loot: 1VP to the player who controls it. Titan Container: 2VP to the owner is they control it. Ammo Crate: 3VP to the owner is they control it.
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Casualties and First K.O. VPs Rank Casualty K.O. Leader or Boss 6 4 Sidekick 4 2 Free Agent 4 3 Henchman 2 1 VPs are for first time a model is K.O.ed and are not cumulative with causing a Casualty.