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DREADBALL

Guards(G)

The biggest and strongest players on any team, who focus on their opponents rather than the ball!

Move Strength Speed Skill Armour Starting Cost Notes


team
Trontek 5 4+ 4+ 4+ 4+ X2 10mc
29ers
Greenmoon 5 3+ 4+ 5+ 4+ X3 13mc Orx
Smackers
Skittersneak 6 4+ 3+ 5+ 5+ X2 12mc
Stealers
Midgard 4 3+ 5+ 4+ 4+ X3 13mc Steady
Delvers

 ACTIONS: Run (p34), Sprint (p34), Slam(p35), Stand Up (p40), Dash (p41), Evade (p41)
 REACTIONS: Slamback (p35, 37), Dodge (p35, 37, 39)
 FOULS: Sucker Punch (p44), Stomp (p45), Stall (p45), Sneak (p46), Distract the Ref (p46)
 May make a full Run move (which may include Dashes and Evades) before Slamming (p35)
 Gain +1 dice when Slamming/Slambacking (p35, 37)
 Gain +1 dice when making an armour check
 Gain +1 dice when performing a Sucker Punch (p44) foul
 Gain +1 dice when performing a Stomp (p45) foul
 Gain +1 dice when performing a Distract the Ref (p46) foul

Jacks (J)

The ‘Jack of all Trades, Master of None’: competent in many roles, outstanding in none!

Move Strength Speed Skill Armour Starting Cost Notes


team
Trontek 5 4+ 4+ 4+ 4+ X3 8mc
29ers
Greenmoon 5 5+ 3+ 4+ 4+ X5 9mc Goblin
Smackers
Skittersneak - - - - - - -
Stealers
Midgard 4 3+ 5+ 4+ 4+ X3 9mc
Delvers
 ACTIONS: Run (p34), Sprint (p34), Slam(p35), Steal (p36), Throw (p38), Throw a Strike (p39),
Stand Up (p40), Dash (p41), Evade (p41), Pick up the ball (p42), Running Interference (p42)
 REACTIONS: Slamback (p35, 37), Dodge (p35, 37, 39)
 FOULS: Sucker Punch (p44), Stomp (p45), Stall (p45), Sneak (p46), Distract the Ref (p46)
 May move 1 hex (which may involve an Evade) before a Slam (p35)
 May move 1 hex (which may involve an Evade) before a Steal (p37)
 May move 1 hex (which may involve an Evade) before a Throw (p38)

Strikers (S)

The flashiest players on the pitch, who score the most Strikes but who are also the most vulnerable!

Move Strength Speed Skill Armour Starting Cost Notes


team
Trontek 5 4+ 4+ 4+ 5+ X3 10mc
29ers
Greenmoon - - - - - - -
Smackers
Skittersneak 6 4+ 3+ 5+ 5+ X6 11mc
Stealers
Midgard 4 3+ 5+ 4+ 5+ X2 9mc
Delvers

 ACTIONS: Run (p34), Sprint (p34), Steal (p36), Throw (p38), Throw a Strike (p39), Stand Up
(p40), Dash (p41), Evade (p41), Pick up the ball (p42)
 REACTIONS: Dodge (p35, 37, 39)
 FOULS: Stall (p45), Sneak (p46), Distract the Ref (p46)
 +1 dice when Dodging (p35, 37, 39)
 May make a full Run move (which may involve Dashes and Evades) before a Steal (p37)
 +1 dice when performing a Steal (p37)
 May make a full Run move (which may involve Dashes and Evades) before a Throw (p38)
 +1 dice when performing a Throw or Catch action (p38, 39)
 +1 dice when Stand Up (p40)
 +1 dice when performing a Dash (p41)
 +1 dice when performing an Evade (p41)
 +1 dice when Picking up the ball (p42)

Common Actions/ Reaction tests

 Slam: 3 dice Strength test (x)


 Slamback: 3 dice Strength test (x)
 (Armour check: 3 dice armour value (x) test)
 Dodge: 3 dice Speed test (x)
 Steal: 3 dice Speed test (x)
 Throw:
o 1-3 hexes = 3 dice Skill test
o 4-6 hexes = 2 dice Skill test
o 7-9 hexes = 1 dice Skill test
 (Catch: Variable # dice Skill (1) test, where this variable number is 1 dice per success the
thrower had in making the pass)
 Throw a Strike:
o 2 dice Skill test from Strike Zone
o 1 dice Skill test from Bonus hex attached to Strike Zone
 Stand Up: 3 dice Speed test (1)
 Dash: 3 dice Speed test (123)
 Evade: 3 dice Speed test (123)
 Pick Up the Ball: 3 dice Skill test (1)

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