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Action (Allowed reactions)

Moved / turned

Striker

Target

Guard

Ability

Draw or no success

Type

Dice

Jack

Success Push Back If follow up: face at target, otherwise at vacated hex. Opponent faces at vacated hex Face any direction Opp. faces at dodging player Ball knocked away Scatter

Double Knockdown Opponent checks armour Knockdown Opponent checks armour May move 1 hex and face any direction Opp. faces at vacated hex Ball grabbed from opponent

Slam (Slamback, Strength Dodge)

(X)

May +1 +1 Action turn and Run + Only not move 1 Dash when allowed hex allowed moved Action not allowed +1 N/A

Action

Staredown

Reaction

Slamback

Strength

(X)

Staredown

Reaction

Dodge

Speed

(X)

+1

N/A

Staredown

Steal (Slamback, Dodge) Throw at teammate (Catch)

Speed

(X)

Skill

1-3H: 3 4-6H: 2 7-9H: 1 # of throw success

(1)

+1 May Action Run + turn and not Dash move 1 allowed allowed hex +1 May Action Run + turn and not Dash move 1 allowed hex allowed +1 Action not allowed

Action

Staredown

-1

Inaccurate

Even more accurate pass Accurate pass (easier to catch) Catch Push back Opp. faces at vacated hex Scatter from target hex Rush ends Scatter from target hex Catch Free Action: Run or Throw Knockdown Opp. checks armour Scatter from target hex Rush ends As success May move 1 hex and face any direction Strike! +1 Fan Check Rush ends

Action

Catch

Skill

(1)

N/A

Scatter from catchers hex Rush ends

React.

Throw at opponent (Dodge ball)

Skill

1-3H: 3 4-6H: 2 7-9H: 1

(X)

+1 May Action Run + turn and not Dash move 1 allowed allowed hex

-1

Scatter from target hex Rush ends

Reaction

Action

Dodge Ball

Speed

(X)

+1

N/A

Scatter from target hex Scatter from strike hex Rush ends Remain on floor

Strike

Skill

1-3H: 2 4H: 1

(1)

+1 May Action Run + turn and not Dash move 1 allowed hex allowed +1 -

Action

-1

Strike! Rush ends

Stand up

Speed

(1)

N/A

Stand up and As success face any Free Action: direction Any but Sprint

Action

Dash

Speed

(123)

+1

Evade

Speed

(123)

+1

Fall over in 1 extra point target hex Always If ball carrier: of movement Rush ends Fall over in target hex Move to Always If ball carrier: intended hex Rush ends Scatter Rush ends Damage = target - # of successes. 1-3: to sin bin 4+: killed Pick up ball

Extra

As success

Extra

As success

Pick up the ball

Skill

(1)

+1

Action If not Sprint: allowed -1

Pick up ball Free Action: Run or Throw

Extra

Armour check

Armour

Diff. of opposed roll

+1

N/A

No damage

As success

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