Batman '66 Word Balloons
Posted 07/27/2014 at 21:35 by LuckyMusolino
A scenario created for Batman Day. Figures named Batman, Robin, Nightwing, or Batgirl will be able to use special Batman ’66 Word Balloons.
Batman ’66 Word Balloons
Batman ’66 Word Balloons
- BAM
- Throw a Grenade: Give the character a ranged combat action, decrease the number of grenades in your grenade pool by 1 (if greater than 0), and choose a type of grenade listed. Choose a target square within 5 squares and line of fire and for this attack, this character can use Improved Targeting: Ignores Characters . Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
- Grenade Pool: 2x the number of characters that can be assigned Word Balloons.
- Flashbang (no damage): The target square for this grenade can be within 8 squares. Place an action token on all hit characters that have zero action tokens.
- Frag (2 damage): A hit character in the target square is dealt 1 additional damage. Each other hit character is knocked back from the target square.
- Ink (1 penetrating damage): Place a hindering terrain marker in the target square. At the beginning of your next turn, deal 1 additional penetrating damage to each character occupying the target or adjacent squares, then remove the marker.
- Plasma (no damage): Mark a hit character in the target square. At the beginning of your next turn, deal 2 damage to the character marked in this way and 1 damage to all adjacent characters that are friendly to that character, then remove the marker.
- Smoke (1 damage): Place a hindering terrain marker in the target square and up to two adjacent squares. Remove them at the beginning of your next turn. Characters occupying squares with these markers can’t make ranged attacks.
- Thermite (1 damage): Destroy up to 3 squares of blocking terrain or walls adjacent to the target square.
- CRACK
- If an opposing character makes an unsuccessful close combat attack against this character, after the action is resolved give the opposing character an extra action token if it has zero or one action token. If the opposing character already has one action token on it, giving it a second action token deals pushing damage normally.
- EEE-YOW
- Characters that share a team symbol or keyword with this character and a lower point value than this character are not dealt pushing damage when a second token is placed upon them if they are adjacent to this character at the beginning of an action.
- FWOOSW
- When it is not your turn, lines of fire to this character are blocked if this character is adjacent to a wall or blocking terrain.
- POW
- When this character has two action tokens on it, it can still be given a non-free action. If you do, deal it one unavoidable damage after the action resolves. At the end of your turn, do not remove action tokens from this character if it used this ability this turn.
- RIDDLE ME THIS
- When this character uses Outwit, it may choose to counter a team ability possessed by a single target opposing character.
- SOCK
- Modifiers: +1 AV / +1 DMG
- Give this character a power action. Move the character up to its speed value, it can use Improved Movement: Ignores Hindering Terrain, Ignores Outdoor Blocking Terrain, & Ignores Elevated Terrain, and make a close combat attack as a free action. After actions resolve, deal this character 1 unavoidable damage.
- ZAP
- Modifier: +2 AV
- Give this character a power action; it makes a ranged combat attack targeting a single opposing character to which it has a clear line of fire within 6 squares. If the attack succeeds, it deals no damage. The target must either attempt to move adjacent to or attack this character next turn.
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