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I thought I'd make a thread for my Batman Enemies dials. Some are a little more obscure than others, and I will update from time to time with new dials. First off, an obscure character from the "Gotham After Midnight" storyline.
Batman Enemies - MidnightUnique Range: 6 Team: Batman Enemy Points: 120
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Gotham After Midnight Midnight may use Stealth and Mind Control. When using Mind Control, Midnight may target friendly characters, but only if they possess the Gotham City Keyword and the Batman Enemy Team Ability. Roll 1 D6 after a successful attack with Mind Control. On a 4-6, Midnight takes no feedback damage. Heart Rip Midnight may use Blades/Claws/Fangs as part of a close or ranged combat attack. Perfect Chaos Midnight may use Outwit and Perplex.
The next figure is more well known. I agree with the notion Psychic Blast is too good for him, and swapped it for something more in character. I was also a little miffed at the lack of move-attack in the Batman Enemies.
Batman Enemies - Two-FaceVeteran Range: 6 Team: Batman Enemy Points: 95
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Gotham Criminal Two-Face may use Stealth and Running Shot. The Flip of a Coin Once during your turn, as a free action, you may roll 1 D6. On a 1-3, Two-Face may use Incapacitate. On a 4-6, Two-Face may make two ranged combat attacks this turn, but must target the same character for both attacks.
Next we have a dial inspired by one from the set, Arkham Asylum. However, it has some nasty twists on it from other versions of the character, plus a new special power I feel fits him.
Batman Enemies - The JokerUnique Range: 8 Team: Batman Enemy Points: 151
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Gotham Criminal The Joker may use Stealth and Running Shot. Joker Venom The Joker may use Poison. Opposing characters who take damage from The Joker's Poison also receive an action token if they have 0 or 1 action tokens.