Welcome back to the Learnin’ Batman series we’ve gone over stat cards, core mechanics, scenario setup, turn structure and movement. Today we’ll round that off with Attacks and some details on the individual objectives available to choose from. We’ll start deep into the jargon of the game so please do hit part 1 and 2 of the series if you’re feeling lost.
Attacking can be done before or after movement. But not during it! Each AC or attack counter (allocated from your willpower during the rtp or raise the plan phase) can be spent for a melee strikes or ranged shots (up to rate of fire). When strike dice are assigned to a valid target they are rolled to hit. You’ll want a value equal to or greater than your targets defense value. So Sickle would be hit on a 3+. Rolling a one is an auto miss. Next roll damage with the dice that did hit. Damage rolls should also include one die of a different color to act as the ‘collateral die’. The roll is compared to the attackers strength and must be equal to or higher so Sickle wounds on 3+ after rolling to hit against his targets defense. 1’s are discarded for damage rolls and 6’s are auto successes. The collateral die is always rolled when damage is rolled. If it’s number matches that of a successful damage roll then the target is knocked down. If the Collateral die rolls a 6 then critical damage is applied. If a 6 was also rolled for damage then the target could suffer crit damage and be knocked down! Crit damage means an extra stun damage will be applied on top of the damage taken.
Some weapons can trigger special abilities and such instead of critical damage on a collateral die = 6 damage roll. You can choose between the two if that’s the case. Melee Weapons like Sickle’s err.. Sickle below that have 1 blood and 1 star (stun?) damage mean that damage is applied for each damage success he rolls to the target. Ouch! If a character has no weapons he can only do unarmed damage ‘shin kick’ which does 1 stun damage. It’ll all come together once we review these types of damage and their relation to endurance and KO’s. If you’re outnumbering a foe in melee by having a friendly in base to base then the targets defense is reduced by 1. Also, I’ve not seen any specifics but I believe facing is 360 degrees for this system.
There are three defensive situations that can help a targets defense in melee. If the targets base is 1cm higher vertically but still in btb from a top down perspective then they get +1 to defense. This really encourages creative terrain use and placement! (Time to start shopping for a home city table.) If both characters are separated by an object less than 2cm shorter than both the target gets +1 def. That was wordy but it means you can fight over fences and barricades but your target gets +1 defense. The third situation leading to +1 defense is when the character is in between two larger objects equal or taller. The gap the character occupies cannot be more than 2cm wider than the characters base. This is freaking awesome and encourages and rewards creating alleys to fight in and protect! That’s really sweet.
When selected as the target of an attack the character may defend itself by spending DC (counters allocated to defense in the rtp phase). Each DC discarded to block means you can roll a defense die. Each defense die that equals or exceeds the attackers target (your defense) cancels that attack. I like that rule quite a bit and I believe anyone may use it if they’ve got the DC to spend that is.
Ranged weapons like Royal Penguin’s Assault rifle have a ROF which is the number of ‘to hit’ die rolled each time he fires the rifle. These may be split out among valid targets. The ammo stat represents how many times you can fire per game. So it’s a really powerful gun that can only be fired twice unless he finds ammo in game or brings some as equipment. Each successful damage roll applies the weapons damage to the target. So three dice on an assault rifle shot have a 9 blood damage potential. I don’t quite know what that means yet but it sounds like a lot to me. If a range shot hits but fails to damage the target takes a single stun damage. Range on weapons is unlimited unless capped on the card.
When the target of a ranged attack as at least partially 40% or more? Obscured by terrain they may make a ping test. If the result is equal to or higher thena the ping! Difficulty then the object is hit instead and damage is not rolled against the target. Walls have a 4+ ping difficulty and so do other minis in blocking LoS for ranged shots. Elevation, fences, cars and such have a 5+ Ping! Difficulty and hedges, tables and lighter things offer a 6+ Ping! Difficulty. Other characters and objects can suffer damage rolls if they are the target of a hit as a result of a Ping! Test.
Now to finally explain the mystery blood and stun damage. Stun damage can be recovered while blood cannot. If a character has blood damage equal to endurance they are KO’d. If a character has stun damage on it’s endurance track from earlier turns when it suffers blood damage it replaces the stun with blood. When a KO character takes damage its discarded. Remember that every two damage (stun or blood) on the character reduces their number of action counters by one (starting at wp) so they can do less as they get hurt. At the end of a round each character with stun damage can roll a d6 + 1 additional per SC remaining, each 4+ removes a stun damage. Each character in the KO state at the end of a round can make an endurance roll (2d6) to discard 1 stun damage and remove the KO effect. Oh, so stun damage will give you the KO stat if it equals or exceeds your endurance stat while blood damage will cause casualties. I wonder if it’s more strategic then to KO your opponents then finish them off for VP at both condition change? Every damage against a KO character can replace a stun damage with a blood damage! And that’s attacking! Pretty straight forward no?
There are several in game effects, special attacks, item traits and special traits in the game that come in to play when included on a models card or a crew equipment selection. We’ll cover those in more in faction review posts. Obviously those will really define the game and make each character unique as they do in most mini’s games. Let’s take a closer look at the 7 different types of objectives you can choose from when playing. You need to choose 3 different ones. These are your minor victory conditions, ways to get more VP on top of the scenario condition. This is also very Malifaux like and means both crews will be up to their own things in the game will trying to hinder each other when they can.
Loot is the first type, they grant 1 VP to the controlling player and can be placed up to 20cm from the enemy deployment. Characters can control friendly and\or enemy loot markers to gain a VP at the end of the turn. Loot markers can be picked up by spending 1MC to manipulate them. If the model carrying the counter goes KO, casualty or ninja turtle (ie jumps in the sewers) then the loot marker is dropped. One can only hope for a teenage mutant ninja turtle expansion for this game?!?! Oh please!!! Characters can only carry a single loot marker.
Riddles are next. Their deployed in a pair up to 20cm from the enemy deployment. Players can spend 1MC to interact with these rolling a d6 to see what happens. VP can be granted or negated on a 1! Characters can score enemy riddle markers but they suffer a -1 to their riddle roll. You want a 6 for +3 VP, 4-5 for +1 VP, 2-3 for +0 VP a 1 is -1 VP. There are some traits that lead to better or more reliable riddle marker use. Now a riddler crew sounds cool (any edumaction fans out there know he’s Andy McElfresh‘s favorite villain.) Ammo Crates are worth 3 VP and deployed in the enemy deployment zone. Characters can manipulate ammo crates to get +1 ammo that was previously used in game. You can’t score an enemy ammo crate but you can still reload off of it.
Titan containers are 2 VP to the controlling player, owning friendly titan containers grants 2 vp at the end of the round. Characters can manipulate Titan containers for 1 MC to get a titan dose??!?! What the hell is that eh? Oh it grants a +1 to every principal stat. so everything but willpower and endurance for one round, that’s a sweet objective. It buffs you for scoring it the dose is one use only so you’d have to keep grabbing it but seems pretty great to me. Safe Boxes give one VP to the controlling player. They come in a pair like riddle markers. Characters can control enemy safe markers but they don’t score from them. Next on our trek through the seven objectives are the joker canisters. They also come in a pair and are deployed in the enemy deployment zone. Only crews with a joker affiliated boss can use these. Starting within 5cm of a canister must take a wp roll and suffer a blood damage if they fail. If within 5cm of multiple canisters they must make multiple tests. Those are some brutal objectives that I would always take with the joker. But it looks like they would hurt the joker’s crew as well just for controlling them. They could really close down an area of the board if deployed in close proximity. The seventh objective type is the bat signal, saving the coolest for last, right? The Batsignal is deployed in enemy deployment zone. Only crews with batman or law forces affiliated boss may deploy this. It starts in the ‘off’ state. Characters can manipulate for 1 MC to change it to on. If the batsignal is on at the start of the recovery phase then it’s owner scores 4VP! I like that a lot. Almost enough to look into a law forces crew.
That’s all the objectives there are 7 in total and you select three each game. So the game board will be ‘riddled’ in objectives I think?! Sounds really sweet in my review so far I’ve added a Law forces crew and a Riddler crew to my list. The struggle is real when the theme hits home like this one and the models are on point. That’s the entire game except for special traits and things that we’ll cover as they come up in faction reviews and in game. I hope you’ve enjoyed the series let me know if you have any questions or insight.