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
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