Professional Documents
Culture Documents
Armour
2+
4+
5+
4+
Anyone
11
Grizzled,
Cant Feel a Thing
Number 88
Jack
4+
2+
4+
4+
Anyone
John Doe
Guard
3+
4+
5+
4+
Anyone (except
Orx and Goblins)
Gotcha!
Reek Rolat
Guard
3+
3+
6+
4+
Veer-myn
Really Lucky
Jack
4+
3+
3+
4+
Genetically
pure humans only
Slippery Joe
Striker
5+
3+
4+
5+
A Safe Pair of
Hands, Jump, Roll
Gorim Ironstone
Striker
3+
4+
4+
5+
Grizzled, Steady
The Enforcer
Guard
3+
3+
4+
4+
Anyone
10
Jump. Backflip
Lucky Logan
Speed
Skill
Armour
3+
4+
5+
4+
Anyone
DBR7-Firewall
Keeper
3+
5+
4+
3+
Anyone
10
Lucky, Steady
Jack
4+
3+
4+
4+
Zzor only
10
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
Nightshade
Striker
4+
3+
4+
5+
Anyone
(except Asterians)
Dirty Tricks
Striker
4+
4+
3+
5+
All
12
Jack
4+
3+
4+
4+
Genetically pure
humans or Asterians
Wyn Grethzki
Striker
5+
4+
3+
5+
Robots only
11
Yurik Yurikson
Guard
3+
5+
4+
4+
Anyone (except
Orx and Goblins)
11
Wildcard
4+
3+
4+
4+
Anyone
10
Striker
4+
4+
3+
5+
Anyone
11
Jack
4+
3+
4+
4+
Anyone
10
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
Jack
4+
4+
4+
4+
x6
14
Striker
5+
3+
4+
5+
x0
Guard
3+
4+
5+
4+
x1
17
Cant Feel
a Thing, Steady
Jack
4+
4+
4+
4+
x5
Striker
4+
4+
5+
5+
x2
11
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
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
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
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
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)
Alert (Any)
Pacifist (Any)
Backflip (Any)
Runaround (Any)
Fragile (Any)
Gotcha! (Any)
Slide (Jack)
Grizzled (Any)
It Wasnt Me (Any)
Stretch (Any)
Keeper (Guard)
Threatening (Any)
Everywhere counts as the players front arc. Player has 6 Threat Hexes.
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.
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.
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.
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
Slam
Steal
- - Slamback
- - Dodge
- - Catch
Stand Up
Test Type
- - Evade
- - 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)
2+ successes player takes the ball. Immediate free Run or Throw action
Catching player must have throwing player in their front arc. Dice pool is number of successes for
the Throw.
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
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
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
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