Batman: Dark Allegiances

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Batman: Dark Allegiances

Batman: Dark Allegiances

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SPIRITWALKER – fluffy blue-gray furred half-blind transmasc tom with white splotches and one pale blue eye Fluss der Finsternis (DE), Beltz (hardcover), 11 November 2012, translated by Anja Hansen-Schmidt [20] This comic issue, event, or limited series takes place in its own separate continuity as an Elseworlds story; although it may exist within a larger Elseworlds continuity as part of its series. This includes both titles with the Elseworlds Logo, and titles retroactively declared as Elseworlds Stories. CHEETAHFLAME — tan-orange tom with lighter tan spots, a fluffy ringed tail, and one green-and-blue eye

No Stand-out Weapons: While other gangs might be replete with plasma guns and servo-claws, the Helot Cult player must be satisfied with the middle of the middle of the road when it comes to weapons. There’s a lot of Strength 3 and 4 on this list, and you’re gonna have to make it up elsewhere, especially later in a campaign. Bait and Switch: One of your fighters loses their Ready Marker; it is given to a fighter who has already activated this Round. Cult Disciple (Overwatch): Grenade Launcher, Reclaimed Autopistol, Chaos Familiar, Mesh Armor [160] Overwatch (Cunning): Provided your fighter still has a Ready Marker, they can trade it in for a reaction shot directed towards any enemy who’s got the gall to activate within their Line of Sight. Oftentimes, the threat of a looming Overwatcher can cause more stress to an opponent than the actual damage the shot would do, once fired and spent. You’ll want to make sure that you’ve got a weapon with the range to take full advantage of firing lanes with this skill, like a Grenade Launcher or a Long Rifle. (Or a Heavy Bolter later on, who are we to judge?

JLA: Act of God • JLA: Age of Wonder • JLA: Created Equal • JLA: Destiny • JLA: Island of Dr. Moreau • JLA: Riddle of the Beast • JLA: Secret Society of Super-Heroes • JLA: Shogun of Steel • JSA: The Liberty Files • Justice League: The Nail • Justice League: Another Nail • Justice Riders • JSA: The Golden Age • Kingdom Come • League of Justice • Planetary/JLA: Terra Occulta

Cheap Cultists: A Helot Cult will easily outnumber their foes as they’ll have a bunch of 45- or 50-credit gangers running around, making it easy for the Cult player to make all the moves they need to to win games. That tears it, we’re mixing it up! The Cult Witch deserves to be a bad-ass spell-slinger, and it’s not fair to them that we’re damning them to Fixer hell just because pretty much all of their Wyrd powers are straight ass. This is how we’re going to be playing these powers from now on, so chat it out with your Arbitrator and see if any of these make sense for your group as well. The Rise of Scourge • A Shadow in RiverClan • Winds of Change • Exile from ShadowClan • A Thief in ThunderClan It should be noted that in this volume only the ThunderClan apprentices were given a section to themselves. Helot Chaos Cults must have one Cult Demagogue (leader), and must maintain the 50% Helot Cultist (ganger) composition throughout the cult’s existence. They may employ up to two Cult Disciples (champions) at gang creation, and up to a single Cult Witch (champion). Cult Demagogue (Leader)An Extra Champion: Helot Cults can take the normal two champions at start, but they also get access to the Cult Witch! The Witch is the Cult’s Psyker, and has access to psychic powers and the ever-important Savant skill-set, making them a compelling choice for any burgeoning Demagogue. Helot Cults provide an interesting new wrinkle for Necromunda: what if Necromunda, but Chaos?! If you’re a disciple of the Dark Gods (or you have a Chaos army lying around), then what better place to spread your dark gospel than the putrescent, flabby underbelly of Necromunda’s hive cities? With Dark Rituals, Wyrd Powers, and the terrifying Chaos Spawn, the Helot Cult adds a new and bloody/disgusting/sexy/weird wrinkle to our favorite skirmish game! Another Note: It sounds silly to the uninitiated, but confirm with your Arbitrator and opponent how they want to play the whole “Round versus Turn” definition. Some groups adjust the Familiar’s Omen of Fortune ability to trigger once per round, others allow it essentially every single activation. Dovewing-pale gray she-cat with green eyes (mother to Rowankit, a dark gray tabby she-kit, and Birchkit, a light brown tom)

This is a great Tactic for almost any gang, but we’re including it here specifically because it is incredibly On-Brand for Helot Cultists. Not only does this card not require Line of Sight or have any range restriction, if successful the victim rolls for the first time on the Insanity table immediately, instead of only upon their activation. This Tactic also skips your activation, but it may be worth it to use it early on in a round if you can potentially deal with a particular enemy threat. Alternate Timelines • Amalgam Universe • Imaginary Stories • Intercompany Crossovers • Just Imagine • Multiverse • Possible Futures • RealworldsChaos Spawn start off pretty tough, but with Nurgle’s blessing they’ll be tougher than even those pesky Ogryn that’ve been running around recently! Leaders gain a third Wound, allowing them to weather all sorts of injuries before having to worry about rolling the dice. Note that the Recovery re-roll does require you to take the second result, even if it’s worse than before. You’re more than welcome to try to re-roll a Serious Injury into a Flesh Wound, but you’ll only have yourself to blame when it flops over to Out of Action! Batman: Dark Allegiances is an Elseworlds graphic novel published by DC Comics in 1998, written and penciled by Howard Chaykin. Don’t ask why your name hasn’t been put on the list yet if it isn’t the first of the month. If it’s the first of the month, or it’s past the first and you submitted your form last month, and you don’t see your name on the list, definitely let me know. I will put you on the list right away if that is the case.



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