Tarjetas Batman

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Tarjetas Batman 001 Batman SWINGLINE: Mejora de movimiento: Ignora terreno elevado, obstaculizado, bloqueado exterior y personajes. TEAM LEADER: Al comienzo del juego, elige una clave que posea Batman. Todos los personajes aliados con esa clave y menor valor de puntos pueden usar la habilidad Aliados de Batman mientras Batman esté en el mapa. I WILL NOT FAIL GOTHAM: Cuando Batman tiene un contador de acción, modifica su valor de ataque en +1. 002 Bruce Wayne ALTER EGO: BATMAN: Dale una acción de poder que no hace daño por presión y reemplaza este personaje con DKR#001, BM#001 o BM#053ª en su línea naranja. Este poder no puede ser cancelado. CEO, BATMAN INCORPORATED: Bruce Wayne puede usar Liderazgo, Perplex y Cambio de Forma. Cuando usa Perplex, solamente pu ede hacer objetivo a personajes amigos. 003 Arkham Asylum Guard [003A] ON THE UP AND UP: Arkham Asylum Guard puede usar la habilidad de equipo Policia. [003B] ON THE TAKE: Arkham Asylum Guard puede usar la habilidad de equipo Underworld. Los personajes enemigos que compartan una clave con Arkham Asylum Guard restan 2 de su tirada de destrabarse del Askham Asylum Guard. LOCKDOWN: Arkham Asylum Guard puede usar la habilidad Captura, pero solamente puede tener un cautivo a la vez. 004 The Joker Thug [004A] ROLLING WITH THE PUNCHLINE: Cuando se use Mente maestra para hacer daño al Joker Thug, reduce el daño realizado en 1. [004B] GOT YER BACK, BOSS: Los personajes amigos adyacentes, con valor en puntos superior al Joker Thug, pueden usar Resiste ncia. 005 Beast Boy (Dolphin) MORPH: BEAST BOY: Dale a Beast Boy una acción de movimiento que no hace daño por presión. Después de que se resuelva la acción, reemplázalo con cualquier personaje con este trait pero diferente número de colección en el mismo número de click. GRAB MY FIN!: Cuando Beast Boy ocupe terreno acuático y use la habilidad Mover y Atacar, su valor de ataque no se modifica en -2 para dicho ataque. THE FLIPPERS AREN'T JUST CUTE, THEY'RE QUICK!: Beast Boy puede usar Súper Sentidos. Cuando ocupa terreno acuático, puede usar Escudo de Energía/Deflector. 006 Hired Henchman MINION: Al comienzo del juego, Hired Henchman puede ser declarado minion de cualquier personaje aliado con el que comparta una clave, que es considerado el Jefe hasta final del juego. Si Hired Henchman está a 8 casillas del Jefe, Hired Henchman es comodín, pero únicamente para usar las habilidades de equipo del Jefe. LOOKIN GOOD: Cuando el Jefe esté a 6 o menos casillas, modifica el valor de ataque y defensa de Hired Henchman en +1. LOOK WHAT THE BOSS GAVE ME: Cuando Hired Henchman está adyacente al Jefe, puede usar Rayo Psíquico/Penetrante. 007 Catwoman WE LEAVE THE MASKS ON: Catwoman puede usar Sigilo. Cuando Catwoman está adyacente a un personaje aliado que posea la habilidad de equipo Aliados de Batman, puede usar Plasticidad y Cambio de Forma. MISDIRECTION: Catwoman puede usar Outwit. Dale una acción gratuita y retira un contador de acción de un personaje enemigo adyacente. Si lo haces, puede colocar el contador de acción a otro personaje enemigo a seis casillas y con línea de visión. 007 Selina Kyle (Alternativa a 007 Catwoman) PROCURER OF FINE ARTIFACTS: Selina Kyle puede usar Sigilo. Dale una acción gratuita cuando esté adyacente a un personaje con una reliquia en su tarjeta de personaje. Puedes tirar 1d6 que no puede ser repetido. Si el resultado es uno de los números requeridos para obtener la reliquia, colócala en la tarjeta de Selina Kyle. Selyna Kile no está limitada a una única tirada por juego para coger las reliquias. 008 Nightwing YOU CAN'T TAKE THE CIRCUS OUT OF THE BOY: Nightwing puede usar Carga, Lluvia de golpes y Saltar/Trepar. SUIT TASER: Nightwing puede usar Incapacitar y Terremoto. 009 Red Robin I KNOW BRUCE'S TRICKS: Cuando Red Robin esté a 8 casillas de un personaje que posea la habilidad de equipo Aliados de Batman, Red Robin puede usar Sigilo. MY WINGS WILL PROTECT ME: Red Robin puede usar Escudo de energía/Deflector. Cuando es objetivo de un ataque a distancia, puede usar Resistencia. 010 BlackBat FREEDOM OF MOVEMENT: Mejora de movimiento: Ignora terreno elevado, obstaculizado y personajes. SHROUDED IN SHADOW: Justo después de la resolución de un ataque donde un personaje enemigo reciba daño de un at aque hecho por Blackbat, ella puede usar Nube de Humo como acción gratuita. ONE AGAINST THE TRIADS: Blackbat puede usar Terremoto; cuando lo hace y obtiene dobles, los personajes golpeados reciben un contador de acción. 012 Grifter QUICKFIRE: Dale a Grifter una acción de combate a distancia. Después de que se resuelva la acción, si este poder continúa activo, puede hacer un segundo ataque a distancia como acción gratuita. 013 The Joker YOU ARE ALL FODDER: The Joker puede usar Menta Maestra, pero solo para pasar el daño a personajes de 50 o menos puntos. H.A.H.A.D.E.A.T.H.H.A.H.A.: The Joker puede usar Robo de Energía. Cada vez que se cura usando este poder, si la tirada de ataque era dobles, cura 2 de daños en lugar de 1. THIS IS WHERE YOUR SOUL DIES: The Joker puede usar Explotar Debilidad y Control de Probabilidad. 014 Harley Quinn CAN'T SIT STILL: Mejora de movimiento: Ignora terreno obstaculizado y personajes. 015 Nightrunner ROOFTOPS OF PARIS: Mejora de movimiento: Ignora terreno elevado, obstaculizado y personajes. DIVE INTO BATTLE: Cuando Nightrunner ocupa terreno elevado al comienzo de tu turno, modifica los valores de movimiento y ataque en +1 hasta final de turno. 016 Batgirl ELECTRO-MAGNA-GOOPERANGS: Batgirl puede usar Explosión de energía como si tuviera 2 rayos; cuando lo usa, los personajes impactados reciben un contador de acción. IN CONTACT WITH PROXY: Batgirl puede usar Outwit, pero solo puede hacer objetivo a personajes a cinco casillas. 018 Aaron Cash LEAD BY EXAMPLE: Dale a Aaron Cash una acción gratuita y modifica el valor de ataque de un personaje aliado adyacente en +1 hasta final de turno cuando él haga un ataque cuerpo a cuerpo. 019 Beast Boy Pterodactyl MORPH: BEAST BOY: Dale a Beast Boy una acción de movimiento que no hace daño por presión. Después de que se resuelva la acción, reemplázalo con cualquier personaje con este trait pero diferente número de colección en el mismo número de click. THE LOGAN EXPRESS: Cuando Beast Boy usa la habilidad de Transporte, puede llevar hasta tres personajes, si comparten una clave con él. 020 KGBeast PROSTHETIC WEAPON: KGBeast puede usar Cuchillos/Garras/Colmillos. Cuando lo hace, si el resultado de la tirada es 1 o 2, el daño es penetrante; Si el resultado es 5 o 6, el daño se convierte en 4 y se bloquea. LONG DISTANCE SNIPER: Si KGBeast ocupa terreno obstaculizado, tiene rango 8 y modifica su valor de ataque en +2 cuando realice un ataque a distancia. 021 Thunder SHATTER STOMP: Thunder puede usar Terremoto. Cuando lo hace, tras resolver la acción, puede destruir hasta 3 casillas de terreno bloqueante. 022 Two-Face GOOD OR EVIL? FLIP A COIN!: Durante el comienzo de tu turno tira 1d6. En un resultado de 1-3 Two-Face posee Furia de Batalla y la habilidad de equipo Enemigos de Batman. Además puede usar Carga y Explotar Debilidad hasta tu siguiente turno. En un resultado de 4-6 Two-Face posee la habilidad de equipo Aliados de Batman y puede usar Defensa, Disparo a la Carrera y Soporte hasta tu sigu iente turno. 023 Sasha Bordeaux BODYGUARD: Al comienzo del juego, elige otro personaje aliado para que sea el Cliente. Al comienzo de tu turno, si Sasha Bordeaux está a 4 casillas y en línea de visión con el Cliente, puede ser colocada adyacente a éste. EXECUTION PROTECTION: Sasha Bordeaux puede usar Defensa, pero solamente si el atacante está en línea de visión. Sasha Bordeaux modifica su valor de defensa en +1 contra ataques cuerpo a cuerpo. 023b Black Queen (Alternativa a Sasha Bordeaux) FIELD TRAINING: Mejora de movimiento: Ignora terreno obstaculizado. OMACTIVATED: Al comienzo del juego, Black Queen puede elegir una habilidad de equipo poseída por un personaje enemigo y que pueda utilizar; esa habilidad de equipo no puede ser copiada. Black Queen no puede ser objetivo de Incapacitar o Control Mental y modifica su valor de defensa en +2 cuando es objetivo de Rayo Psíquico/Penetrante. OPTIMIZED TARGETING OPTICS AND INFRARED VISION: Black Queen puede usar Disparo a la Carrera. Black Queen ignora el Sigilo de los personajes enemigos. 024 Maul BRUTE STRENGTH: Maul puede usar Súper Fuerza; cuando se mueve por una casilla ocupada o adyacente a un objeto que no esté agarrado, puede elegir destruirlo. GETTING..TOO...BIG: Maul puede usar Imperturbable y Regeneración. HALF-TITANTHROPE: Maul posee el simbolo de daño “Gigante” y puede usar Experto en Combate Cuerpo a Cuerpo. 025 Batgirl FLYING HIGH AGAIN: Batgirl puede usar Saltar/Trepar. I STILL HAVE A FEW TRICKS IN MY BELT: Batgirl puede usar Incapacitar y Nube de Humo. Cuando usa Incapacitar y coloca un segundo contador de acción en un personaje impactado, el daño por presión no puede ser ignorado. 026 Roy Raymond Jr. I HAVE A THEORY: Modifica la defensa de los personajes enemigos adyacentes a Roy Raymond Jr. en -1. HELLUVA DETECTIVE: Roy Raymond Jr. puede usar Outwit. Puede utilizarlo de manera nromal, o cancelar una habilidad de equipo como si fuera un poder. Cuando lo hace, todos los personajes enemigos que posean la habilidad de equipo elegida tienen dicha habilidad cancelada. 027 Dick Grayson ALTER EGO: NIGHTWING/RENEGADE: Dale a Dick Grayson una acción de poder que no hace daño por presión.
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