Professional Documents
Culture Documents
F I G U R E S
F O R
T H E
C O L L E C T O R
INDEX
TRAITS AND SPECIAL TRAITS...............................4
ACROBAT...................................................................4 AFFINITY...................................................................4 AGGRESSIVE SCHIZOPHRENIA...........................4 AMPHIBIOUS..........................................................4 ARMOR ......................................................................4 ARREST .....................................................................5 BAT CAPE ...................................................................5 BATCLAW .................................................................5 BIG/LARGE ..............................................................5 BIPOLAR ..................................................................5 BODYGUARD ..........................................................5 BRUTAL ....................................................................5 CANNIBAL ...............................................................6 CHARISMATIC ........................................................6 CLAWS ......................................................................6 CLIMBING SHOES ..................................................6 COMBO ....................................................................6 COUNTER ATTACK ...............................................6 CRIMINAL ...............................................................6 DETECTIVE .............................................................6 DIRTY FIGHTER .....................................................6 DISORDER ...............................................................6 DISTRACT ...............................................................6 DODGE ....................................................................6 ELITE BOSS .............................................................6 ELITE ........................................................................6 ELUSIVE ....................................................................6 EXPERT MARKSMAN .............................................7 EXPLOSIVE GEL ......................................................7 FAST ...........................................................................7 FLARE ........................................................................7 FOLLOW ME! ............................................................7 GOOD AIM ...............................................................7 GUNMAN ..................................................................7 HANDYMAN .............................................................7 HARDENED ..............................................................7 HATES ........................................................................7 HENCHMAN .............................................................7 HIDDEN ....................................................................7 IMMORTAL ...............................................................7 INFORMER ...............................................................7 INSENSIBLE ..............................................................7 INSPIRE .....................................................................7 JUDGMENT ..............................................................7 KAOS AGENT ...........................................................8 KILL THEM! ..............................................................8 LANTERN .................................................................8 LASER ........................................................................8 LEADER .....................................................................8 LETS GO! .................................................................8 LORD OF BUSINESS ................................................8 LORD OF THE SEWERS ..........................................8 LUCK ..........................................................................9 MARTIAL ARTIST ....................................................9
2
MASTER FIGHTER ..................................................9 MASTER MARKSMAN ............................................9 MASTER MIND ........................................................9 MOB ...........................................................................9 MOBSTER ..................................................................9 NIGHT VISION ........................................................9 OBSESSIVE ................................................................9 ONE SHOT GUN .......................................................9 ONE-ARMED ............................................................9 ORDER .......................................................................9 PERSUASIVE ...........................................................10 PICKPOCKET .........................................................10 POISON MASTER ..................................................10 PRIMARY TARGET ................................................10 PSYCHO ..................................................................10 PSYCHOLOGIST ....................................................10 RAPID FIRE ............................................................10 REFLEXES ...............................................................10 REINFORCED GLOVES .........................................10 RETRACTABLE CLAWS ........................................10 RUNAWAY ...............................................................10 SCHEMING .............................................................10 SCIENTIFIC ............................................................10 SEARCHER ..............................................................10 SHOOTER ...............................................................11 SIDEKICK ................................................................11 SMALL .....................................................................11 STEALTH .................................................................11 STOP! .......................................................................11 STRATEGIST / GRAND STRATEGIST ...................11 STREET GUY ..........................................................11 STUPID ....................................................................11 STURDY ..................................................................11 SUPERIOR SMELL ..................................................11 SUSTAINED DEFENSE ..........................................11 TAKE COVER! ........................................................11 TENSION .................................................................11 TIRELESS .................................................................11 TITAN ADDICT ......................................................11 TITAN DOSE ..........................................................12 TOTAL VISION .......................................................12 TOUGH SKIN ..........................................................12 TOUGH ....................................................................12 TRICKSTER ............................................................12 TRUE LOVE .............................................................12 UNDERCOVER .......................................................12 UNPREDICTABLE .................................................12 VETERAN ................................................................12 WEAK ......................................................................12 WEAPON MASTER ................................................12 CHARGE ..................................................................14 DEADLY STRIKE ....................................................14 DEVASTATING BLOW ..........................................14 ELECTRIC STORM .................................................14
SPECIAL ATTACKS..................................................14
LETHAL BLOW .........................................................14 POWER STRIKE .......................................................14 PRECISE BLOW ......................................................14 ROUNDHOUSE STRIKE......................................14 SNEAK ATTACK .....................................................14 TECHNIQUE .............................................................14 THIEF ..........................................................................14 AIM ............................................................................15 DEFENSIVE ..............................................................15 EXPANSIVE ..............................................................15 EXPLOSIVE ..............................................................15 FIREARM ..................................................................15 HANDY .....................................................................15 HEAVY ......................................................................15 LIGHT .......................................................................15 MECHANIC ..............................................................15 MEDIUM RANGE ....................................................15 PROTECTING ..........................................................15 REACH ......................................................................15 RELOAD ....................................................................15 REMOTE CONTROLLED........................................15 SCOPE .......................................................................15 SHARP .......................................................................15 SHORT RANGE .......................................................15 THROWING WEAPONS .......................................15
Special rules are exceptions to the basic rules and always override these. To execute one of the special rules the character must have it (see Character Card) and fullfill all the requirements and Action Counters costs. rule description. Action Counter costs usually are indicated in parentheses next to the name of the rule. If a rule does not specify when it can be used, it is always in the characters turn, unless is a pasive rule, which can be be played during the rivals turn.
ACROBAT.
The basic BMC and the JC is 12cm and should not spend any MC to move through a Difficult obstacle or terrain, Jump or Get Up. Can move through other miniatures. Acrobats can use the special rule Dodge.
ARMOR.
Catcher gear. Cancels weapon rule Heavy if attacked with it. Football gear. Cancels weapon rules Sharp and Heavy if attacked with them. Hockey gear. Cancels weapon rule Sharp if attacked with it. Power Armor. Ignore the first 3 Damage Markers received. Can not be used again until reparation. In the Casualties Phase, and during the Recovery roll, you can use 1SC to repair the armor, making it operational again. This armor is vulnerable to Fire, so each Fire marker received causes Damage ( ). BAT-armor Mk1. Roll a die for each recieved hit, with a result of 5 + ignores the impact. BAT-armor Mk2. Roll a die for each recieved hit , with a 6 result ignores the impact. Bulletproof Vest. Shoots make Damage with 4+, instead 2+. Kevlar Vest. Reduces 1 Damage Marker whenever you receive damage, to a minimum of 1. Alfred Pennyworth: Its a problem with the graphite, sir. The next 10,000 will be up to specifications. Bruce Wayne: At least they gave us a discount. Alfred Pennyworth: Quite. In the, uh, meantime, sir, may I suggest you try to avoid landing on your head? Bruce and Alfred discuss the Batsuit, Batman Begins
4
Can renounce to his Leader or Sidekick rank, to be recruited by the band, of the indicated character, as a Free Agent.
AGGRESSIVE SCHIZOPHRENIA.
You have to get closer and attack the closest friendly or enemy miniature. I dont need help. Not my diagnosis. Batman and Scarecrow, Batman Begins
AMPHIBIOUS.
If you are in contact with a KO miniature you may remove it from game as Casualty.
Spending 1SC you can not be damaged or knocked down in Jumps and Falls. Can be used as a passive rule. Bruce Wayne: Too expensive for the Army? Lucius Fox: I dont think they tried to market it to the billionaire, spelunking, BASE-jumping crowd. Bruce Wayne: Look, Mr. Fox. Lucius Fox: Yes, sir? Bruce Wayne: If youre uncomfortable... Lucius Fox: Mister Wayne, if you dont want to tell me exactly what youre doing, when Im asked, I dont have to lie. But dont think of me as an idiot. Bruce Wayne: Fair enough. Batman Begins.
BIG/LARGE. These characters usually measure twice a standard human, so they are mounted on a bigger than normal base and have special rules. Their BMC is 12cm. In Falls and Springs into the Air they only receive Damage per 10cm difference with its JC, instead of every 5cm. It can not be Pushed or Grabbed and can not be Knocked Down, unless by the attacks and weapons labelled Big. Gets a -1 on all Blink! Rolls. Has the special rule Tough and can use the special rule Charge.
BIPOLAR (Disorder).
Roll a die or coin at the start of your turn, if the result is even/heads gets 1 extra Action Counter, if it is odd/tails lose one. Well, the work offered by organized crime must have an attraction to the insane. Jonathan Crane, batman begins
If a Leader or Sidekick receives an attack (of any kind), being closer than 5cm, the bodyguard recieves the attack.
BRUTAL.
Can move from one point to another 30cm or closer, drawing an interrupted straight line between the two points, free of obstacles and not through any flat surface. Can instead pass through any gap, ramp or height. The end point must be a place where you can perfectly place the miniature. This movement spends all the BMC, but before or after this movement, you can use MC to move as usual.
You can repeat the Collateral Damage die, but must accept the second result. Ah, yes... I was wondering what would break first... Your spirit, or your body? Bane, The Dark Knight Rises
CANNIBAL.
If at any time during your turn, you are in contact with a KO character you must perform a Motivation roll. If you pass it you play your turn normally, if you fail you must spend 2 Action Counters to Devour immediately. If you dont have enough counters you must wait to his next turn to Devour. A Devoured miniature is retired as Casualty. I will enjoy feasting on your bones. Killer Croc, Arkham Asylum
CRIMINAL.
When achives the first KO or enemy Casualty, gets a +1 Willpower until the end of the game.
DETECTIVE.
For each Detective character you have in the band, you can cancel an opponents pass at the beginning of each round. It appears I chose unwisely, Detective. Ras al ghul, Arkham City
CHARISMATIC.
Your Band can align 1 Free Agent for every 100 reputation points, instead 150.
DIRTY FIGHTER.
CLAWS.
DISORDER (1SC).
).
CLIMBING SHOES.
Must not spend MC to Climb and this movement is not considered Disabled. Also, if you spend 1SC you can finish your movement at any point, even in walls.
DISTRACT.
Once per round, you can choose a character that you can See and is 10cm or closer. Reduce his DEFENSE 1 point until the end of the round. This effect is not cumulative.
DODGE (Pasive).
You can use MC to avoid Ranged Attack Impacts. Each MC spent allows an Agility roll, each success cancels an impact.
Band can align any number of Elite characters of the type indicated.
You can not have in your band more than 1 Elite character of the same Kind.
If he Blocks a hit, can give a blow to his attacker. This counter-blow or shot is considered simultaneous to the attack.
6
HIDDEN.
Can be deployed anywhere in the playing area, but always more than 10cm from any objective.
If a character with Explosive Gel Manipulates a lamppost, sewer or urban furniture place on it a Gel marker. During any subsequent round this character can destroy the selected item and remove it from the game spending 1SC.
IMMORTAL.
Removing this character as Casualty grants VP as if he was KO. Bruce Wayne: I watched you die. Ras al Ghul: I told you I was immortal. Ras al Ghul, The Dark Knight rises.
FAST.
FLARE.
INFORMER.
If you Manipulate a Flare, all the playing area will be under the effect of Light till the end of round.
You can Pass one more time in the Execute the Plan phase. Im no rat! In a town this bent, whos there to rat to, anyway? Jim Gordon, Batman Begins
All his Hechmen 10cm or closer, get 1MC. Can be used once per turn.
INSENSITIVE.
This character does not reduce Action Counters if he accumulates Damage markers.
GUNMAN.
INSPIRE (1SC).
HANDYMAN. HARDENED.
All his Henchmen closer than 10cm gets 1 Action Counter you can assign to the basic ability you want. Can only be used once per round.
JUDGMENT.
The first Damage marker ( ) received each round, becomes a marker Damage marker ( ).
When he KOs an enemy character, flip a coin: if the result is heads remove it as Casualty.
HATES: Band/s
HENCHMAN (rank).
You can include any number of Henchmen in your Band. All Henchmen can use the special rule Lets Go!. Some Henchmen can be aligned more than once in the same band, this will be indicated with a * next to Henchman rank.
KAOS AGENT.
At the beginning of the game remove 1 opponents die or counter from the bag or container you use to Take the Lead. This subtraction can make the game end before the established minimum number of rounds. All the Henchmen gets the Special Rule Trickster. Introduce a little anarchy. Upset the established order, and everything becomes chaos. Im an agent of chaos. Oh and you know the thing about chaos, its fair. Joker, The Dark Knight
LORD OF BUSINESS.
His band has 500$ extra for its creation, and can choose up to 2 Loot Objectives. Listen, Im what you might call... a collector. If someone wants it, I like to think Ive got it. And if I dont have it... Ill get it. Penguin, Arkham City.
Killer Croc does not count toward the limit of miniatures that can be in the Sewer. Killer Croc can start the game inside the Sewer but he must stay at least one turn. His Band takes 1 extra Sewer Marker.
All the Henchman of his band, 10cm or closer, get 1 AC. Only can be used once per turn.
LANTERN (1SC).
If not in contact with an enemy, can illuminate (see Light) an area of 10cm diameter around him until the end of the round.
LASER POINTER
When Manipulates a Laser, if you can draw an interrupted straight line, can leave a character under the effect of Light until the end of the round.
LEADER (Rank).
You can only include 1 Leader in the band and must always be the Band Leader. His Band Henchmen 10cm or closer can use the rule Lets go! without spending SC. Leaders can use Inspire and can repeat a Willpower roll, always accepting the second result.
At the end of the turn of a Henchman of the same Band, roll a die. If you get a 4+ this character is activated immediately, without giving the opportunity to the opposing player to activate one of his miniatures. If you use Lets go! consecutively by several henchmen, you should increase the difficulty of the roll by 1 per each use, after the first time, up to 6.
LUCK (1SC).
MASTER MIND.
Spending 1SC can re-roll any roll that affects directly to the character, even Impact rolls against him. Looks like your lucks run out, Batman! Two Face, Arkham City
At the beginning of the game add 1 die or counter of your band to the bag or container you use to Take the Lead. You, yourself fought the decadence of Gotham for years with all your strength, all your resources, all your moral authority and the only victory you achieved was a lie. Now you understand Gotham is beyond saving and must be allowed to die. Ras al Ghul, The Dark Knight Rises
MARTIAL ARTIST.
MOB.
All Henchmen of the Band of this character get a +1 to the roll of the rule Lets Go!
MOBSTER.
When attacking an outnumbered character, in close combat, gets an extra attack against that character.
NIGHT VISION.
If attacks an enemy character, must continue attacking him (can not change target) until KO. He also gets +1 to STRENGTH against this enemy character.
MASTER FIGHTER.
MASTER MARKSMAN.
Once per game, instead of attacking, can choose an enemy that he can See closer than 20cm which receives an automatic hit Strength +2, Damage ( ) and CRT: Low.
ONE-ARMED.
ORDER (1SC).
A friendly character he can see, can immediately reposition up to 2 Action Counters. It can only be used once per turn.
If an allied Leader or Sidekick receives an attack (of any kind), being closer than 5cm, this character recieves the attack paying 1SC + 1AC.
When using a ranged weapon gets +1 Rate of Fire, even when moving.
PICKPOCKET.
REFLEXES.
Can re-roll failed Agility rolls, but must accept the second result.
POISON MASTER.
REINFORCED GLOVES.
You can roll 3 dice, instead of 2, ignoring the lower result, in the Endurance Roll to cure a Poison. Why fight it, Batman? Youre as crazy as the rest of us. You need us as much as we need you. And to prove it, Ill flood the catacombs with enough Fear Gas to break the minds of everyone in Gotham for a hundred years. Scarecrow, Arkham asylum
).
RETRACTABLE CLAWS.
His Unarmed attacks produce Damage and are considered Sharp (see Weapons).
RUNAWAY.
Immune to Arrest.
SCHEMING (X)
Before starting the game, you must choose 1 Objective of the indicated kind. If this character controls it gets 1 additional VP.
If this character is in the Band that Raises the Plan first, you can always make a number X of characters to Raise their Plan after the enemy.
SCIENTIFIC.
PSYCHO.
His Special characteristic is 4 instead of 3. If it is removed as a casualty, gives one additional VP.
SEARCHER.
PSYCHOLOGIST.
Solves automatically the Enigma objectives without rolling the dice. He can also play Psychoanalysis. Psychoanalysis (1SC): Cancels all the special rules called Disorder of any character he can See 20cm or closer. I respect the minds power over the body. Its why I do what I do. Dr. Jonathan Crane
10
SHOOTER.
STREET GUY.
SIDEKICK (Rank).
You can only include 1 Sidekick, unless you choose a Sidekick as Band Leader. In this case you may include a second Sidekick. Henchmen of his Band 20cm or closer, may re-roll the rule Lets go!
STUPID.
STURDY.
SMALL.
STEALTH.
Enemies can only See this character, if he is 20cm or closer. He can be Seen by other rules like: Light, Total Vision or Superior Smell...
Doesnt need an interrupted straight line to See his target, anything closer than 40cm can be seen even if the target is not under the effect of light. He is also immune to the Blindness effect.
Interrupts the activation, and prevents the use of MC, to an enemy character he can See.
SUSTAINED DEFENSE.
Gets 1/2 additional Strategy points at the beginning of the game. Gothams time has come. Like Constantinople or Rome before it the city has become a breeding ground for suffering and injustice. It is beyond saving and must be allowed to die. This is the most important function of the League of Shadows. It is one weve performed for centuries. Gotham... must be destroyed. Ras al ghul, Batman Begins
His band Henchmen, 10cm or closer, gets 1DC. Can only be used once per turn.
TENSION.
Gets +1 to his Attack and Defense values when he has at least one Damage Marker.
TIRELESS.
For every 2MC you use to increase your BMC, get 3 movement dice.
TITAN ADDICT.
You can use a Titan Dose more than once per game, but no more than once per round. If, at the beginning of your turn, this character can see Titan Container marker, he must move all the CDM in a straight line to the marker. You can resist this temptation to get closer to the Titan spending 1 Action Counter at your choice.
11
If a character has a Titan Dose may use it, in the Raise the Plan phase, to obtain +1 to all values Principal Characteristics during this round. A character can use a only one dose during the game, a second will kill him.
If the loved character is in the same Band and is removed as a casualty, the character gains +1 WILLPOWER and +1 ATTACK until the end of the game.
TOTAL VISION.
UNDERCOVER.
In addition to Night Vision his line of sight can cross any obstacles or scenery elemen, although you can not shoot through these elements, unless the weapon has Remote Control.
TOUGH SKIN.
In Damage rolls against this character, always subtract -1 to the die result.
TOUGH.
Can re-roll failed Endurance rolls, but must accept the second result.
UNPREDICTABLE. TRICKSTER.
At the beginning of this character turn can reposition his Action Tokens.
VETERAN.
WEAK.
Loses 1 Action counter per each Damage marker accumulated rather than every 2 Damage markers.
WEAPON MASTER.
12
13
SPECIAL ATTACKS.
During their turn characters can attempt to make a single Special Attack against one enemy. This attack must be declared before rolling any dice, but can be done before or after other normal attacks. Special Attacks usually modify the effects of the normal attacks, so if you perform a Special Attack against a character, you may not strike him again, unless otherwise specified. To perform these attacks you must met all the requirements and Action Counter costs. Many of them must be made Unarmed or a with particular weapon, if nothing is inidicated you can choose do it with any weapon or Unarmed.
The character must move in a straight line, while performing this move can hit (or Push without spending SC) the miniatures in his path, displacling them just enough to pass. At the end of the movement he can attack normally.
When attacking an enemy character, gets a +1 in the Impact Roll and can repeat the Collateral Damage die.
Can attack, for free, all miniatures 3cm or closer. You can only do it once per turn, but before or after this Special Attack you can attack normally.
Center the explosion template in this character, all the miniatures partially or totally inside (except the attacking character) receives one impact Strength +4 and Damage ( ). You can only use Electric Storm one time per activation, but you can attack normally before and/or after this Special Attack.
This attack can only be performed if, at the beginning of the turn, the target can not See the attacker. Target character can not Block attacks.
If you Damage an enemy character, recieves the Knock Down effect. If he is also Knock Down by the Collateral Damage die, suffers an automatic Impact Strength +4 and Damage ( ).
14
PROTECTING.
DEFENSIVE.
Obtain +1 at Block rolls. Furthermore, get an extra Blink! with a 4+ value (the last) against enemies shots.
If a character carries a defensive weapon, it allows him to repeat the Block roll.
REACH.
EXPANSIVE.
Instead of the regular weapon Rate of Fire, use the Spray Template (see Spray Template).
These weapons do not require being in contact with the enemy to hit him. They allow an attack from 3cm away as maximum distance.
RELOAD.
EXPLOSIVE.
As you impact with this kind of weapon, an Explosive Template must be placed at the impact point.
These weapons cannot be used during 2 consecutive activations. They may not be used for at least 1 activation.
FIREARM.
REMOTE CONTROLLED.
All the hits of these weapons always produce Damage with 2+. The carrier Strength does not count.
HANDY.
When these weapons are used, you can repeat the Impact roll.
With these weapons, the figure has to see the objective, but does not necessarily need to draw a straight/direct line to it. Drawing the route to impact the objective will be enough, but do not exceed the maximum range. All Blink! will be ignored on his route.
SCOPE. HEAVY.
When you use these weapons you get +1 Strength.
SHARP.
LIGHT.
With these weapons, you can shoot even when you are at 5cm or less distance. Their Rate of Fire will be 1.
SHORT RANGE
These weapons have no unlimited reach. They can shoot maximum 20cm distance.
MECHANIC.
All impacts always produce Damage with 3+. The weapon carrier Strength does not matter.
THROWING.
MEDIUM RANGE.
These weapons have no unlimited reach. They can shoot maximum 40cm distance.
15
16
TEMPLATES.
EXPLOSION TEMPLATE.
When an attack or weapon uses an Explosive Template, this may be placed at the center point of the target (or the obstacle impacted by a Blink!) unless it is otherwise specified at its description. All miniatures that may be totally or partially affected by the template will get automatically impacted and suffers any possible effect.
When a weapon allows a Spray Template use, the player must place the narrow extreme of the template in full contact with the base of the figure which is using it, and direct it any way you want. Afterwards, determine the Impacts and Damage as the rule description indicates. The template will partially or totally affect all the miniatures inside it, depending on the miniatures position inside the template. The insole has 4 damage stripes, the narrowest indicates that if there are miniatures at this area no shot can be done, the following strips are Lethal, Serious and Slight. A miniature between 2 damage stripes will always be affected by the narrowest.
SPRAY TEMPLATE.
17
EFFECTS.
BLINDNESS.
Cannot See, cannot attack with a distance weapon and his Impact rolls and Blocks will succeed only with a 6 result. Cannot use MC and furthermore, will get his moves Disabled until this effect is removed.
FROZEN.
It produces a Paralyze effect, until a Endurance roll is passed at the beginning of his next turn.
HYPNOTIZE. COOLED.
Produces a paralyze effect until the end of the round.
The affected player must pass a Willpower roll. If he fails will become completely controlled by the opposite player until the end of his next activation.
ENERVATING X
FELLED.
FIRE
A felled figure must lie on the ground (or place a felled marker) at the same place it has been knocked down. A felled miniature cannot Attack or Defend himself, and he can not use any special ability until he stands up. A character can move while knocked down, but his move will be Disabled. A felled figure will always get a +2 Impact anytime he gets a hit.
If fire affects the figure, place a fire marker next to the miniature. If a character has two or more fire markers will receive a Damage marker ( ) per each fire marker. Spending 2AC allows to get rid of 1 fire marker. At the end of the round, if any miniature has at least 1 fire marker, he will get one more additional fire marker.
PARALYZE.
Place a Paralyze marker next to the miniature. A paralyzed character reduces his Defense value -2 and cannot do anything (he cannot move, attack, defend, follow special rules, or use action counters) until the effect cancelation.
FLASH.
18
PIN DOWN.
Place a Pind Down marker next to the miniature. It cannot move either use MC, his Attack value will get reduced by -1 until the effect cancelation.
STEAL.
If a character steals an enemy, he can choose which of his weapons will be stolen and use it afterwards. The stolen weapon cannot be used by the previous owner unless he gets it back. A character can have just one stolen weapon. If he steals more than one, he needs to choose which of them he would like to keep and throw the rest away (will be removed from game).
POISON.
Poisons will produce at the same time other effects, as shown next to the poison characteristics. If a character has several poison effects, he must choose one before doing a poison attack. If a character gets affected by poison, place a poison marker next to the character and resolve the venom effect immediately. At the beginning of his next activation, he must make an Endurance roll. If the roll is not passed, the venom effect will resolve and continue to be active until he passes the next Endurance roll at the beginning of his activation and the poison effect gets cancelled. The same poison effects will not accumulate.
SHOCK. Can not use Action Counters until the end of the turn.
TOXIC (X)
SMOKE.
An area affected by smoke will not allow (characters/players) to see through it, and the characters inside it will be considered Blinded until the end of the round. Smoke dissipates at the end of the round.
19
20
21
RULE OF MEASURE
SMOKE
22
Management: Jos Miguel Caballero Delso Artistic Management: Jorge Rubio Gonzalez Jos Miguel Caballero Delso Game Desing: Gustavo Adolfo Cuadrado Rules: Gustavo Adolfo Cuadrado Francisco Conde Nuez Drafting: Francisco Conde Nuez Andrs Herranz Alonso Translation: Andrs Herranz Alonso Alba Sanchez Galn Desing/Miniature Painting/Scenery: Jos Miguel Caballero Delso Alfonso Gozalo Jos Mara Alises Cosmen Grafic Desing and Layout: Jorge Rubio Gonzlez Editor: Andrs Herranz Alonso
Character Perfil Desing : Gustavo Adolfo Cuadrado Egea Luis Escudero Moran Francisco Conde Nuez Testing Management: Luis Escudero Morn Testers and Collaborators: Adriana Egea Illescas Adrin Echeverra Ana Soto Errazquin Alejandro Fernndez Castao Daniel Mayoralas Martnez Diego Carlos Magdaleno Sanjuan Enrique Jaln Salcedo Gustavo Adolfo Cuadrado Jacinto Soriano Villaroel Jose Ramn Gallego Galn Luis Escudero Morn Luis Garcia Pelayo Mauro Gonzlez Miguel Prez Valencia Paco Conde Pedro Soriano Villaroel Ral Fernandez Ricardo Garcia Solano Roberto Jose Magdaleno Sanjuan Sergio Segura Tania Retortillo Victor Saboya Bengochea Vicente Moran Del Saz