Season One Season Two Season Three

Skill
Armour
2+
4+
5+
4+
Anyone
11
Grizzled,
Can’t Feel a Thing
Number 88
Jack
8
4+
2+
4+
4+
Anyone
8
Mind Like Water, Jump
John Doe
Guard
4
3+
4+
5+
4+
Anyone (except
Orx and Goblins)
8
Gotcha!
Reek Rolat
Guard
5
3+
3+
6+
4+
Veer-myn
9
Can’t Feel a Thing
8
Really Lucky
Jack
6
4+
3+
3+
4+
Genetically
pure humans only
Slippery Joe
Striker
5
5+
3+
4+
5+
Orx and Goblins only
7
A Safe Pair of
Hands, Jump, Roll
Gorim Ironstone
Striker
5
3+
4+
4+
5+
Forge Fathers only
8
Grizzled, Steady
The Enforcer
Guard
7
3+
3+
4+
4+
Anyone
10
Jump. Backflip
“Lucky” Logan
Speed
Skill
Armour
5
3+
4+
5+
4+
Anyone
9
Grizzled, Prime Donna*,
Does This Hurt?
DBR7-“Firewall”
Keeper
5
3+
5+
4+
3+
Anyone
10
Lucky, Steady
Jack
6
4+
3+
4+
4+
Z’zor only
10
Can’t Feel a Thing, Slide, Jump
Ludwig
Notes
Strength
Guard/
Striker
Plays for
Move
Anne-Marie Helder
Name
Position
Min. Cost
(mc)
Season Two
Mee-kel Judwan
Striker
6
5+
3+
3+
5+
Judwan only
12
Pacifist, Long Arms, Misdirect,
360 Vision, Can’t Feel a Thing
Nightshade
Striker
6
4+
3+
4+
5+
Anyone
(except Asterians)
8
Dirty Tricks
Rico van Dien
Striker
6
4+
4+
3+
5+
All
12
Jump, Show Off
Jack
6
4+
3+
4+
4+
Genetically pure
humans or Asterians
9
Even the Odds, Slide
Wyn Greth’zki
Striker
5
5+
4+
3+
5+
Robots only
11
Duck & Weave, Alert
Yurik Yurikson
Guard
4
3+
5+
4+
4+
Anyone (except
Orx and Goblins)
11
Steady, Can’t Feel a Thing,
Quick Recovery, 360 Vision
Wildcard
5
4+
3+
4+
4+
Anyone
10
Stretch, Slide, Taking a Dive
Striker
6
4+
4+
3+
5+
Anyone
11
A Safe Pair of Hands,
Can’t Feel a Thing
Jack
5
4+
3+
4+
4+
Anyone
10
It Wasn’t Me, Dirty
Tricks, Show Off
Notes
Armour
Min. Cost
(mc)
Skill
Jack
Plays for
Speed
Riller
Strength
The Praetorian
Move
Mellisandra
Position
Name
Season Three
© Copyright Mantic Games, 2013. Permission granted to photocopy these reference sheets for personal use.
MVPs
Speed
6
Notes
Strength
Guard
Plays for
Move
Buzzcut
Name
Position
Min. Cost
(mc)
Season One
Skill
Armour
Starting
Team
Basic Cost
(mc)
4+
4+
4+
x2
10
4+
4+
4+
4+
x3
8
Striker
5
4+
4+
4+
5+
x3
10
Greenmoon Smackers
Orx/Goblins
Guard
5
3+
4+
5+
4+
x3
13
Jack
5
5+
3+
4+
4+
x5
9
Skittersneak Stealers
Veer-myn
Guard
6
4+
3+
5+
4+
x2
12
Striker
6
4+
3+
5+
5+
X6
11
Guard
4
3+
5+
4+
4+
x3
13
Jack
4
3+
5+
4+
4+
x3
9
Striker
4
3+
5+
4+
5+
x2
9
Midgard Delvers
Forge Fathers
1x Dice
2x Cards
1x Dice
1x Card
0x Dice
1x Card
Steady
1x Dice
1x Card
Starting
Team
Basic Cost
(mc)
5
3+
5+
4+
4+
x0
-
Quick Change Artist
Jack
6
4+
4+
4+
4+
x6
14
Quick Change Artist
Striker
5
5+
3+
4+
5+
x0
-
Quick Change Artist
Guard
5
3+
4+
5+
4+
x1
17
Can’t Feel
a Thing, Steady
Jack
5
4+
4+
4+
4+
x5
9
Can’t Feel a Thing, Slide
Striker
6
4+
4+
5+
5+
x2
11
Can’t Feel a Thing
Striker
6
5+
4+
4+
5+
x6
15
Pacifist, Long
Arms, Misdirect
0x Dice
1x Card
Guard
5
4+
4+
4+
4+
x1
10
Jack
5
4+
4+
4+
4+
x4
9
Running Interference
Striker
5
4+
4+
4+
5+
x3
10
4x Dice
0x Cards
Starting
Assets
Armour
Guard
Notes
Skill
Void Sirens
Humans
Speed
Pelgar Mystics
Judwan
Strength
Locust City Chiefs
Z’zor
Move
Chromium Chargers
Robots
Position
Team
Season Two
1x Dice
1x Card
1x Dice
1x Card
Koeputki Kolossals
Zees
Armour
Starting
Team
Basic Cost
(mc)
6
5+
3+
4+
4+
x1
10
Dirty Tricks
Jack
6
5+
3+
4+
4+
x3
10
Fragile, Taking a Dive
Striker
6
5+
3+
4+
5+
x4
13
Fragile
Guard
(Sticky)
4
4+
4+
5+
4+
x2
9
Gotcha!
Guard
(Hard)
5
3+
5+
4+
4+
x2
15
Can’t Feel
a Thing, Steady
Striker
6
4+
4+
4+
5+
x4
13
A Safe Pair of Hands
Guard
5
3+
5+
4+
4+
x4
15
Teleport
Jack
5
3+
5+
4+
4+
x4
10
Teleport
Jack
5
5+
3+
5+
4+
x10
9
It Wasn’t Me,
Runaround
Monkey Business
Starting
Assets
Skill
Guard
Notes
Speed
Ukomo Avalanchers
Teratons
Strength
Kalimarin Ancients
Nameless
Move
Shan-Meeg Starhawks
Asterians
Position
Team
Season Three
0x Dice
0x Cards
Def. Coach
0x Dice
0x Cards
0x Dice
0x Card
0x Dice
1x Card
Teams
Speed
4+
5
Starting
Assets
Strength
5
Jack
Trontek 29ers
Humans
Notes
Move
Guard
Team
Position
Season One
4+
4+
Anyone
19
Show Off, Threatening,
Can’t Feel a Thing
Alpha Simian
GIANT-Jack
5
3+
4+
4+
4+
Anyone
20
Show Off,
Threatening, Slide, Stretch
Nameless Spawn
GIANT-Guard
5
4+
3+
5+
4+
Anyone
21
Threatening, Gotcha!
Barricade
GIANT-Guard
6
4+
3+
5+
4+
Anyone
18
Threatening, Stretch,
Comin’ Through!
Dozer
GIANT-Guard
4
3+
5+
4+
4+
Anyone
19
Threatening, Teleport
Name
360 Vision (Any)
Mind Like Water (Any)
Alert (Any)
Misdirect (Striker of Jack)
A Safe Pair of Hands (Striker or Jack)
Pacifist (Any)
Backflip (Any)
Prima Donna (Guard)
Can’t Feel a Thing (Any)
Quick Change Artist (Any Robot Player)
Comin’ Through! (Any)
Quick Recovery (Any)
Dirty Tricks (Any)
Really Lucky (Any)
Does This Hurt? (Guard or Jack)
Roll (Striker or Jack)
Duck & Weave (Any)
Runaround (Any)
Even the Odds (Jack)
Running Interference (Guard or Jack)
Fragile (Any)
Show Off (Striker or Jack)
Gotcha! (Any)
Slide (Jack)
Grizzled (Any)
Steady (Guard or Jack)
It Wasn’t Me (Any)
Stretch (Any)
Jump (Striker or Jack)
Taking a Dive (Striker or Jack)
Keeper (Guard)
Teleport (Any Teraton Player)
Long Arms (Any Judwan Player)
Threatening (Any)
Everywhere counts as the player’s front arc. Player has 6 Threat Hexes.
May immediately choose to turn to face any player moving into
an adjacent hex.
+1 dice to catch inaccurate passes.
Automatic double when standing up.
1 automatic success for Armour checks.
+1 dice on attempts to Brush Aside.
Once per game, call Foul! On any opposing player on the pitch and make a
normal Ref check against that player.
Treat Stomp as a Slam (still counts as Stomp though).
+1 dice for any Dodge
As per Running Interference but can only be used if the player’s team is
losing. Can also be used once per Rush.
The player counts as rolling 1 less success on each Armour check. Work out
the check as normal and then reduce the final total of successes by 1, to a
minimum of zero.
-1 penalties for Threat Hexes count as -2. Evading players that fail do not
move and their action ends. The maximum penalty for is -3 if at least one of
the players causing the penalty has this ability.
-1 dice for opponent’s Slams.
Affects the way Fouls work. See page 28 of Season 3 Rulebook.
Always responds to a Slam with a Slamback rolling the same number of dice
with the same target success scores as the Slamming player.
Can perform the Feint action. See page 15 of Season 2 Rulebook.
Cannot Slam, Slamback, Sucker Punch, Stomp or Throw the ball at
another player.
Roll 1 dice at the start of the match. On a 1 the player becomes a Striker for
the game. See page 28 of Season 2 Rulebook.
Start the game as a Jack. Can perform a Transform action. See pages 14 and
29 of Season 2 Rulebook.
Treat 1-3 damage on the player as 1 only. 4 or more damage is still
dead as normal.
Re-roll one dice once per Action for any normal test.
Treats a winning Dodge as a double win against Stomps.
A token buys a Run action for two players with this ability. They must take
their actions immediately one after the other.
Once per match – see page 42 of Core Rulebook.
1 less dice for Strike attempts but will always count as Showboating if the
Strike is a success.
May Dash as part of any action allowing the player to move at least 1 hex.
Cannot be knocked down by a Slam. Is still pushed back and may still have to
take Armour checks.
+1 dice on attempts to Dash.
2 hex move and requires Speed Test (123). Can be part of a Run or Sprint. See See page 29 of Season 3 Rulebook.
page 63 of Core Rulebook.
3+ Armour and DB Glove. Can pick up and Throw at -1. Can Punt which will
end the Rush. See page 64 of Core Rulebook.
Longer throwing range (4, 8, 12) but cannot score bonus points. See page 27
of Season 2 Rulebook).
Lucky (Any)
Re-roll one dice once per Rush for any normal test.
See page 31 of Season 3 Rulebook.
The player’s Threat Hexes always modify a test (up to the maximum for that
test) if the modifier is listed at all.
Giants
Armour
4+
Abilities
Skill
3+
Notes
Speed
Min. Cost
(mc)
Strength
5
Plays for
Move
GIANT-Jack
Position
Big Mech
3 dice Skill test (1)
3 dice Strength test (X)
3 dice Speed test (X)
3 dice Strength test (X)
3 dice Speed test (X)
(X) dice Skill test (1)
(X) dice Skill test (1)
3 dice Speed test (1)
Slam
Steal
- - Slamback
- - Dodge
Throw (Pass or Strike)
- - Catch
Stand Up
-
-
- - Pick Up The Ball
Test Type
3 dice Speed test (123)
G
- - Evade
J
3 dice Speed test (123)
S
- - Dash
Sprint
Run
Action
-
-
+1 if Striker
-1 per threat hex the player is in (max -2)
+1 if Striker
-1 per threat hex the player is in (max -2)
+1 if Striker
-1 if target is a Strike Hex
-1 if moved or turned as part of this action
-1 per threat hex the player is in (max -2)
+1 if Striker
-1 per threat hex the player is in (max -2)
+1 if Guard
-1 per threat hex the player is in (max -2)
+1 if Striker
-1 per threat hex the player is in (max -2)
+1 if Guard
+1 didn’t start adjacent to target
-1 per threat hex the player is in (max -2)
+1 if Striker
-1 if Keeper
-1 per threat hex the player is in (max -2)
-1 if picking up after a Sprint
+1 if Striker
-1 per threat hex being left (max -2)
+1 if Striker
-1 per threat hex being left (max -2)
Modifiers
Basic Actions
2+ successes – stand up with any facing. Immediate free action (anything except Sprint)
1 success – stand up with any facing
Stand up fails – remain on floor
2+ successes – player takes the ball. Immediate free Run or Throw action
1 success – player takes the ball
No successes – scatter from catching player
Catching player must have throwing player in their front arc. Dice pool is number of successes for
the Throw.
2+ successes – Accurate Throw or Strike! with Showboating
1 success – Accurate Throw or Strike!
No successes – inaccurate pass or scatter from Strike Hex
Jacks may move 1 hex as part of a Throw and Strikers may Run. The Target must be in the front
arc. Range 1-3=3 dice; 4-6=2 dice; 7-9=1 dice.
Dodge doubles – may freely move 1 hex in any direction with any facing
Dodge wins – turn to face any direction. Opposing player turns to face you
Results as Slam above
Steal doubles – winning player takes the ball
Steal wins – ball scatters from the losing player
Draw – both players turn to face each other
Jacks may move 1 hex as part of a Steal and Strikers may Run. Target must choose to Slamback
(if the Steal comes from the front) or Dodge.
Slam doubles – push opponent back (may follow up), turn to face, knock down, Armour check
Slam wins – push opponent back (may follow up), both players turn to face
Draw – both players turn to face each other
Jacks may move 1 hex as part of a Slam and Guards may Run. Target must choose to Slamback
(if the Slam comes from the front) or Dodge.
Pick up doubles – player picks up ball. Immediate free Run or Throw action
Pick up succeeds – player picks up the ball and action ends
Pick up fails – scatter ball
Evade succeeds –move into the new hex freely
Evade fails – evading player falls over in hex he was moving to
Dash succeeds – gain 1 extra hex worth of movement
Dash fails – dashing player falls over in hex he was moving to
Move straight forwards a number of hexes up to twice your Move paying 1 hex movement to
change facing. After a Sprint, you may choose to Dash and may have to Evade.
Move a number of hexes up to Move, turning freely. After a Run, you may choose to Dash and
may have to Evade.
Outcome / Notes