THE DARK KNIGHT RISES STARTER CHARACTER CARDS Original Text
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THE DARK KNIGHT RISES STARTER CHARACTER CARDS Original Text ©2012 WizKids/NECA LLC. TM & © 2012 DC Comics (s12) PRINTING INSTRUCTIONS 1. From Adobe® Reader® or Adobe® Acrobat® open the print dialog box (File>Print or Ctrl/Cmd+P). 2. Click on Properties and set your Page Orientation to Landscape (11 x 8.5). 3. Under Print Range>Pages input the pages you would like to print. (See Table of Contents) 4. Under Page Handling>Page Scaling select Multiple pages per sheet. 5. Under Page Handling>Pages per sheet select Custom and enter 2 by 2. 6. If you want a crisp black border around each card as a cutting guide, click the checkbox next to Print page border. 7. Click OK. ©2012 WizKids/NECA LLC. TM & © 2012 DC Comics (s12) TABLE OF CONTENTS Bane, 6 Batman, 4 Catwoman, 5 Harvey Two-Face, 8 The Joker, 7 Sgt. Gordon, 9 ©2012 WizKids/NECA LLC. TM & © 2012 DC Comics (s12) 101 BATMAN IT’LL TAKE MORE THAN TWO OF YOUR PAWNS Detective, Gotham City, Martial Artist (Perplex) Team Ability: BATMAN ALLY This character uses Stealth. FROM THE ROOFTOPS (Leap/Climb) Batman Doesn’t Kill When Batman hits a target with an attack and the result of the roll is doubles, after the attack resolves he may immediately use Incapacitate as a free action to attack the same target. FASTER THAN GUNFIRE (Energy Shield/Deflection) ARMORED BATSUIT (Toughness) MARTIAL ARTIST (Combat Reflexes) GOTHAM’S CHAMPION (Outwit) POINT VALUE: 100 © 2012 WIZKIDS/NECA, LLC. TM & © DC Comics. (s12) 102 CATWOMAN Gotham Underworld, Martial Artist YOU THOUGHT I WOULDN’T BE READY? (Perplex) Nobody Corners the Cat Catwoman can use Leap/ Climb. When Catwoman is adjacent to an opposing character at the beginning of your turn, before you give any other actions you may give Catwoman a move action as a free action. One Second She’s Invisible, the Next... Catwoman can use Charge and Stealth STUNNER (Quake) GUARDS CAN’T STOP HER (Combat Reflexes) MINE (Willpower) SECRETS CAN BE STOLEN (Outwit) POINT VALUE: 75 © 2012 WIZKIDS/NECA, LLC. TM & © DC Comics. (s12) 103 BANE Brute, Gotham Underworld YOU WILL NOT STOP ME (Invulnerability) I Have Vowed to Destroy You At the beginning of the DO YOU HAVE THE WILL? (Willpower) game, choose a team ability or keyword possessed by an opposing character. Modify the attack value of Bane and adjacent friendly characters and the damage value of Bane by +1 when they attack opposing characters who can use the chosen team ability or has the ANOTHER DOSE OF VENOM (Regeneration) chosen keyword. YOU FEEL FEAR, BUT I DO NOT (Charge) YOUR DREAMS WILL BE SHATTERED (Exploit Weakness) YOUR BODY WILL BE BROKEN LIKE MINE (Flurry) THIS WILL HURT (Close Combat Expert) Your Strength Will Be Tested Bane can use Super Strength; when Bane is holding an object and uses Flurry, it is not Team Ability: BATMAN ENEMY This character may use the removed from the game until after actions resolve. attack value of an adjacent friendly Batman Enemy user. YOU WILL FEEL PAIN (Quake) POINT VALUE: 100 © 2012 WIZKIDS/NECA, LLC. TM & © DC Comics. (s12) 104 THE JOKER Team Ability: BATMAN ENEMY This character may use the Arkham Asylum, Gotham Underworld attack value of an adjacent friendly Batman Enemy user. AGGRESSIVE EXPANSION (Charge) I’M THE WRENCH IN THE GEARS (Poison) A SMALL ORGANIZATION WITH A LOT OF POTENTIAL (Mastermind) NEVER START WITH THE HEAD--VICTIM GETS FUZZY (Combat Reflexes) They Say They Brought the Clown’s Body The Joker can use Outwit and Shape Change. A BETTER CLASS OF CRIMINAL (Perplex) POINT VALUE: 75 © 2012 WIZKIDS/NECA, LLC. TM & © DC Comics. (s12) 105 HARVEY TWO-FACE Team Ability: BATMAN ENEMY This character may use the Gotham Underworld attack value of an adjacent friendly Batman Enemy user. YOU’RE ABOUT TO KNOW WHAT SUFFERING IS LIKE (Penetrating/Psychic Blast) HALF DEAD--BUT LIVING FOR REVENGE (Steal Energy) YOU GET A CHANCE: FIFTY-FIFTY (Super Senses) YOU’RE NOT SORRY YET--BUT YOU WILL BE (Willpower) THE ONLY MORALITY IS CHANCE (Probability Control) THE WORLD IS CRUEL (Exploit Weakness) POINT VALUE: 50 © 2012 WIZKIDS/NECA, LLC. TM & © DC Comics. (s12) 106 SGT. GORDON Team Ability: POLICE Opponents targeted with a ranged attack by Detective, Gotham City, Police a friendly adjacent character modify their defense values by -1 if the target can be seen by this figure. I Gotta Get Me One of These! Sgt. Gordon can use any of the following powers and abilities if he begins his turn adjacent to a friendly character who can use them: Carry, Charge, Flight, Leap/ Climb, Running Shot, and Swim. Guns Blazing Give Sgt. Gordon a range combat action. After the ranged combat attack resolves, he may make a second ranged combat attack as a free action if he still possesses this power. HOLDING THE NARROWS (Willpower) CALL FOR REINFORCEMENTS (Leadership) HELPING A HERO (Perplex) POINT VALUE: 50 © 2012 WIZKIDS/NECA, LLC. TM & © DC Comics. (s12).