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Skill

Armour

2+

4+

5+

4+

Anyone

11

Grizzled,
Cant Feel a Thing

Number 88

Jack

4+

2+

4+

4+

Anyone

Mind Like Water, Jump

John Doe

Guard

3+

4+

5+

4+

Anyone (except
Orx and Goblins)

Gotcha!

Reek Rolat

Guard

3+

3+

6+

4+

Veer-myn

Cant Feel a Thing

Really Lucky

Jack

4+

3+

3+

4+

Genetically
pure humans only

Slippery Joe

Striker

5+

3+

4+

5+

Orx and Goblins only

A Safe Pair of
Hands, Jump, Roll

Gorim Ironstone

Striker

3+

4+

4+

5+

Forge Fathers only

Grizzled, Steady

The Enforcer

Guard

3+

3+

4+

4+

Anyone

10

Jump. Backflip

Lucky Logan

Speed

Skill

Armour

3+

4+

5+

4+

Anyone

Grizzled, Prime Donna*,


Does This Hurt?

DBR7-Firewall

Keeper

3+

5+

4+

3+

Anyone

10

Lucky, Steady

Jack

4+

3+

4+

4+

Zzor only

10

Cant 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

5+

3+

3+

5+

Judwan only

12

Pacifist, Long Arms, Misdirect,


360 Vision, Cant Feel a Thing

Nightshade

Striker

4+

3+

4+

5+

Anyone
(except Asterians)

Dirty Tricks

Rico van Dien

Striker

4+

4+

3+

5+

All

12

Jump, Show Off

Jack

4+

3+

4+

4+

Genetically pure
humans or Asterians

Even the Odds, Slide

Wyn Grethzki

Striker

5+

4+

3+

5+

Robots only

11

Duck & Weave, Alert

Yurik Yurikson

Guard

3+

5+

4+

4+

Anyone (except
Orx and Goblins)

11

Steady, Cant Feel a Thing,


Quick Recovery, 360 Vision

Wildcard

4+

3+

4+

4+

Anyone

10

Stretch, Slide, Taking a Dive

Striker

4+

4+

3+

5+

Anyone

11

A Safe Pair of Hands,


Cant Feel a Thing

Jack

4+

3+

4+

4+

Anyone

10

It Wasnt 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

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

Striker

4+

4+

4+

5+

x3

10

Greenmoon Smackers
Orx/Goblins

Guard

3+

4+

5+

4+

x3

13

Jack

5+

3+

4+

4+

x5

Skittersneak Stealers
Veer-myn

Guard

4+

3+

5+

4+

x2

12

Striker

4+

3+

5+

5+

X6

11

Guard

3+

5+

4+

4+

x3

13

Jack

3+

5+

4+

4+

x3

Striker

3+

5+

4+

5+

x2

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)

3+

5+

4+

4+

x0

Quick Change Artist

Jack

4+

4+

4+

4+

x6

14

Quick Change Artist

Striker

5+

3+

4+

5+

x0

Quick Change Artist

Guard

3+

4+

5+

4+

x1

17

Cant Feel
a Thing, Steady

Jack

4+

4+

4+

4+

x5

Cant Feel a Thing, Slide

Striker

4+

4+

5+

5+

x2

11

Cant Feel a Thing

Striker

5+

4+

4+

5+

x6

15

Pacifist, Long
Arms, Misdirect

0x Dice
1x Card

Guard

4+

4+

4+

4+

x1

10

Jack

4+

4+

4+

4+

x4

Running Interference

Striker

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


Zzor

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)

5+

3+

4+

4+

x1

10

Dirty Tricks

Jack

5+

3+

4+

4+

x3

10

Fragile, Taking a Dive

Striker

5+

3+

4+

5+

x4

13

Fragile

Guard
(Sticky)

4+

4+

5+

4+

x2

Gotcha!

Guard
(Hard)

3+

5+

4+

4+

x2

15

Cant Feel
a Thing, Steady

Striker

4+

4+

4+

5+

x4

13

A Safe Pair of Hands

Guard

3+

5+

4+

4+

x4

15

Teleport

Jack

3+

5+

4+

4+

x4

10

Teleport

Jack

5+

3+

5+

4+

x10

It Wasnt 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+

Starting
Assets

Strength

Jack

Trontek 29ers
Humans

Notes

Move

Guard

Team

Position

Season One

4+

4+

Anyone

19

Show Off, Threatening,


Cant Feel a Thing

Alpha Simian

GIANT-Jack

4+

3+

4+

4+

Anyone

20

Show Off,
Threatening, Slide, Stretch

Nameless Spawn

GIANT-Guard

4+

3+

5+

4+

Anyone

21

Threatening, Gotcha!

Barricade

GIANT-Guard

4+

3+

5+

4+

Anyone

18

Threatening, Stretch,
Comin Through!

Dozer

GIANT-Guard

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)

Cant 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 Wasnt 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 players 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 players 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 opponents 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 players 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

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)

- - Evade

3 dice Speed test (123)

- - 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 didnt 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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