Crew Objectives and Bat-Box Bonuses

Hello Bat-Fans! I think we can all agree that releasing the Bat-Boxes was a genius move on the part of Knight Models. It’s an affordable way to get into a new crew, and with the unique objectives and configuration bonuses, you really feel like you’re playing that crew, as the contents of each box go a long way towards emulating the style and tactics of the various factions in the Batman Miniature Game.

I and so many others got tired of having to ask around online to figure out what unique objectives and configuration bonuses do, so I decided to gather all that info in one handy place. This blog post will be updated when new Bat-Boxes come out. Without further ado:

CREWOBJECTIVECONFIGURATION BONUS
JokerJoker Gas Canister (1 VP to its owner when they control it): Only Joker’s Crew can choose this objective. Joker’s Gas Canister markers are always taken in pairs. Joker’s Gas Canister markers are treated as small obstacles with a volume height of 1″ for the purposes of providing a Ping! roll.

This Objective can be placed within 2″ of other markers, unless that marker is another Joker’s Gas Canister. When a model is activated within 2″ of a Joker’s Gas Canister marker, it must take a Willpower roll. If the model fails the roll, it suffers 1 Injury Damage (blood) with the Gas rule. This Objective cannot be affected by Strategies.

When using only the models from the Clowns Party Bat-Box in a game, one of your models gains +1 to their damage rolls. Choose the model before the game starts.
Riddler Riddles. When using only the models from the Quizmasters Bat-Box in a game, your models gain +1 to solve any Riddle Objective marker.
Suicide SquadBeacon (4 VP): Only Suicide Squad Teams can choose this objective. The Beacon markers are treated as small obstacles with a volume height of 1/2″ for the purposes of providing a Ping! roll. If this Objective is controlled at the end of the Raise the Plan phase, you may reallocate all the counters of two friendly models, and those models gain 1 additional Action Counter. This objective cannot be affected by Strategies. Configuration 1: Deadshot, Captain Boomerang, Diablo, Killer Croc, Slipknot and Katana.

Configuration 2: Deadshot, Captain Boomerang, Diablo, Killer Croc and Harley Quinn.

When using either of the two configurations above in a game, one model in your Crew gains +1 Willpower. Choose the model before the game starts.
Court of OwlsOwl Advice (Special VP): Only Court of Owls Crew can choose this objective. Owl Advice markers are always taken in threes – if a player chooses Owl Advice as one of their Objectives, they therefore take three markers rather than one. All three markers are deployed at the same time, anywhere in the game zone, including on scenery. When one of your Henchman or Free Agents within 4” of an Owl Advice marker scores VP, they gain 1 bonus VP. This Objective cannot be affected by Strategies. When using only the models from the Talon’s Night Bat-Box in a game, all models gains the Death Pack trait.
PenguinInformation (SPECIAL): : Only a Penguin Crew can choose this Objective. Information markers are deployed up to 8” away from any enemy deployment zone, on neutral ground. Information can be carried by any model. A model carrying an Information marker is considered to be controlling it. To pick up Information, a model must Manipulate the Objective marker. If a model wishes to move while carrying Information, they must spend 1 additional MC before the move.

A model can only carry one Information marker at a time. Models may drop the Information marker any time, and Information markers may be stolen like weapons with the appropriate special rules. If a model carrying an Information marker drops it or becomes KO or a Casualty, place the Information marker in base contact with the model where they became KO, or in base contact with the model prior to removing it as a Casualty. When the owner of this Objective controls it, other friendly models within 4” score 2 additional VPs when controlling an Objective. This Objective cannot be affected by Strategies.
When using only the models from the Crime Lord Bat-Box in a game, one of your models gains the Primary target: X trait, where X is the Objective of your choice. Choose the model before the game starts.
BaneOsito (1 VP to the player who controls it): Only Bane Crews can choose this Objective. The Osito marker is deployed up to 8” away from any enemy deployment zone, on neutral ground. Osito can be carried by any model. A model carrying the Osito marker is considered to be controlling it. To pick up Osito, a model must Manipulate it. If a model wishes to move while carrying Osito, they must spend 1 additional MC before the move. A model can only carry one Osito marker at a time.

Models may drop the Osito marker at any time, and Osito markers may be stolen like weapons with the appropriate special rules. If a model with the Alias: Bane controls this Objective, the model’s owning player obtains 1 additional VP. Bane does not need to spend the extra MC to move with Osito. If an enemy model controls this objective, a friendly model with Alias: Bane gains +1 to Hit that model, and gains 2 free MC when is activated (this may take the number of assigned Movement Counters above the model’s normal maximum).

If a model carrying Osito drops it or becomes KO or a Casualty, place the Osito marker in base contact with the model where they became KO, or in base contact with the model prior to removing it as a casualty. This Objective cannot be affected by Strategies.
When using only the models from the Venom Overdrive Bat-Box in a game, choose one model from the Crew at the start of the game. Once per round, that model may cancel a single trait that targets it.
League of AssassinsLazarus Pit (3VP to its owner)(League of Assassins): Only League of Assassins Crews can choose this Objective. A Lazarus Pit marker is a 40mm Objective (rather than the usual 30mm), and is treated as a Difficult Obstacle.

A model in contact with this marker can Manipulate it to take a Willpower roll. If the roll is successful, the model removes 2 Damage markers. If the roll is unsuccessful, then in the next Raise the Plan phase the model must allocate its maximum Action Counter allowance to Attack first, and then to Movement, before allocating any other Action Counters.

This Objective cannot be affected by strategies.
Still waiting for the final wording, but essentially every model gets the rule for Swift without actually gaining the trait.
MilitiaMilitia Drone (SPECIAL): Only Militia Crews can choose this Objective. These markers cannot be deployed within 12” of an enemy model, but may be deployed outside the opponent’s deployment zone.

At the start of the game, choose a friendly model as the Militia Drone Controller. During each Recount phase the owner can place the Militia Drone marker within 4” of the marker’s current position, plus 1” for each Action Counter the Controller currently has on their Character Card.

Non-KO enemy models within 4” of this marker are Target-Painted. When attacking a Target-Painted enemy, models receive +1 to hit. If any of the hit rolls are successful, the owner of this marker gains 1 bonus VP. This Objective cannot be affected by strategies.
When using only the models from the Invasion Force Bat-Box in a game, one of your models can reroll up to 1 failed Hit roll when performing ranged attacks. Choose the model before the game starts.
Teen TitansTrigon Portal (2 VP to its owner when they control it): Only Teen Titans Teams can choose this Objective. This marker is deployed by the opponent, up to 12″ away from its owner Deployment Zone and at least 6″ away from any board edge.

This Objective can be controlled by friendly models within 4″ (instead of only in contact), but can only be disputed by models in contact with the Objective itself.

The Objective’s owner scores an additional 1 VP For each friendly model controlling it after the first, up to an additional 2 VP (so it must be controlled by two models to gain 1 VP, and three or more to gain 2 VP). However, if the owner of the Objective does not control it during the Recount phase, the opponent can allocate 1 additional Action Counter during the subsequent Raise the Plan phase to up to 2 models, ignoring the usual allocation limit. This Objective cannot be affected by strategies.
Configuration 1: Robin, Raven, Beast Boy, Starfire, Dove and Hawk.

Configuration 2: Robin, Beast Boy, Wonder Girl, Dove and Hawk.

Configuration Bonus: When using either of the two configurations above in a game, at the start of every Raise the Plan Phase, your opponent receives 1 less Inexperience Penalty Point (see Youngsters).
The Kobra CultKobra Bomb (Special): Only Cult Crews that have a leader with the Kobra Cultist Trait can choose this Objective. This marker cannot be deployed as usual, instead, during the D2 phase nominate a friendly model to carry it. Once per game, that model can place the Kobra Bomb marker in play in contact with it, by paying 1MC. Secretly write down a three-digit code, using any combination of 1’s and 0’s (for example 010).
 
If the model that placed the bomb is removed from the game, the owner of the Kobra Bomb must erase the first number of the code. Likewise, for each friendly model with the Leader or Sidekick trait removed from the game, erase a number from the code.
 
For each opponent’s Objective within 4” of the Kobra Bomb marker during the Recount Phase that is NOT controlled by its owner, you score 1VP. Once per round, an enemy model can Manipulate this marker and try to guess the code. If the opponent says the correct code aloud, (or there are no numbers left in the code), the bomb is disarmed and the marker is removed from the game. If the guess is incorrect, the bomb’s owner scores 2VP.
 
At the end of the game the Kobra Bomb marker’s owner scores 2VP for each of the opponent’s Objectives within 4” of the Kobra Bomb marker. Finally, center an Explosion Template over the Kobra Bomb marker: all models affected by it suffer 2 Blood Damage.
Configuration 1: Kobra, Lady Eve, Kobra Bestowed, The Nagas, Lancehead Captain, Lancehead Soldier, Lancehead 1 and Lancehead 2
 
Configuration 2: Kobra, Lady Eve, Kobra Bestowed, The Nagas, Lancehead Captain, Lancehead 1 and Kobra Hybrid

Configuration Bonus: When using either of the two configurations above in a game, then once per round you may perform one Kobra Act of Faith worth up to 2 Faith Points for free
Doom PatrolAlbino Donkey (3VP to its owner when they control it): Only Doom Patrol Teams can choose this Objective. This marker is deployed by you, up to 12″ away from the Opponent’s Deployment Zone and at least 6″ away from any board edge.

When this Objective is controlled, an interdimensional zone is created extending in a 6″ radius from the marker. In the following round:

– Any model that begins its activation within 6″ of the marker must pass a Willpower roll with a +2 to the roll or be unable to move more than 6″ from the marker.
– The owner of the Objective scores 1 additional VP each time one of their models within 6″ of the marker scores VP. No more than 6 bonus VPs can be scored this way.
– In the Recount phase, the opponent places the marker up to 6″ away.

This Objective cannot be affected by Strategies.
Configuration: The Chief, Robotman, Elasti-Girl, Negative Man and Crazy Jane.

Configuration Bonus: Once per game, you may use the Leading the Way rule for free.
WatchmenDoctor Manhattan (Special VPs). Only Watchman Teams can choose his Objective. Place this Objective marker in the center of the board, then roll two dice, one at a time. The first die indicates the direction you must move the marker, and the second dictates the number of inches moved, +2″.
1D6 Direction
1-3 Towards your own deployment zone
4-6 Towards the opponent’s deployment zone (if more than one are available, you choose one).

This Objective ignores all the normal Objective placement rules, although it still may not occupy the same space of another marker or model.

This Objective can be controlled by friendly models within 4″ (instead of only those in contact), but can only be contested by models in contact with the Objective itself.

In each Recount phase, roll a die and apply the results:
1D6 Result
1 Remove the Doctor Manhattan marker from the game.
2 The nearest model to the markers suffers 1 blood 1 stun damage. If more than one model is eligible, randomize which one is affected.
3 Models within 4″ cannot control any Objective this round.
4 If a friendly model controls the marker, score 1VP and choose a friendly model within 6″ to gain +1 Willpower during the following round.
5 If a friendly model controls the marker, score 2VP and roll two dice: for each 2+ scored, an enemy model within 8″ of the marker suffers 1 blood. You can choose the same enemy model more than once.
6 If a friendly model controls the marker, score 4VP place the marker up to 3″ of itself.

If one of the friendly models name below is within 4″ of the marker when the roll is made, you choose to apply the following effects:
• Silk Spectre: Adjust the score by +1 or -1 after the roll is taken.
• Ozymandias: Roll two dice instead of one and choose which to apply.
• Rorschach: Place the marker within 2″ of itself before rolling.

This Objective cannot be affected by Strategies.
Configuration 1: Ozymandias, Rorschach, The Comedian, Silk Spectre II and Nite Owl.

Configuration 2: Ozymandias, Rorschach, The comedian, Silk Spectre II, Nite Owl and Bubastis.

Configuration Bonus: Friendly models can contest Objectives within 2″ instead of only in contact.

There you have it, folks! As I said above, I will continue to update this blog post as and when new Bat-Boxes come out.

Which objective is your favorite, and which configuration bonus would you specifically build your crew for?

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