Professional Documents
Culture Documents
Dreadball Reference v2.1
Dreadball Reference v2.1
1. Man of the Match -Team (both on tie) w/ most Fans: random player who
played and is alive gain 1 XP. No award if game was tie. p56
2. Results - W:2pts, L/T:1pt. Score 7=W:3/L:0, Note Strike difference. p57
3. Player Advancement - Mark as occurs in game. p57-58
�Gain 1 XP - Scoring 3/4 strike, Injuring 3+ hits, Man of the Match.
�Advance - spend XP = to next rank (player max 1 rank / game).
Player value +5mc / rank.
�Roll on Table - matching role or spend coach die for coach table.
�Table Maxed - choose another role table.
�Invalid Result - choose another from same table.
�Max Game Value - 3+ & max 1 gain per. (Strength, Speed, Skill)
�Abilities - may not have same Ability more than once.
STRIKERJACKGUARDCOACH
1.Roll 1.Running Interference 1.Can�t Feel a Thing 1.Lucky/Really Lucky
2.Jump 2.Strength 2.Does This Hurt? 2.Can�t Feel a Thing
Guard 5 4+ 4+ 4+ 4+ 10mc x1
Jack 5 4+ 4+ 4+ 4+ 9mc x4 Running Interference
Striker 5 4+ 4+ 4+ 5+ 10mc x3
M Str Spd Skill Arm $ Notes
Anne-Marie
Helder G 5 3+ 4+ 5+ 4+ 9mc Grizzled, Prima Donna,
Does This Hurt?
Buzzcut G 6 2+ 4+ 5+ 4+ 11mc Grizzled, Can�t
Feel a Thing
DBR7 K 5+ 3+ 5+ 4+ 3+ 10mc Lucky, Steady
Enforcer G 7 3+ 3+ 4+ 4+ 10mc Jump, Backflip
Gorim S
Ironstone 5 3+ 4+ 4+ 5+ 8mc FF Grizzled, Steady
John Doe G 4 3+ 4+ 5+ 4+ 8mc No
OG Gotcha!
Lucky J
Logan 6 4+ 3+ 3+ 4+ 8mc H Really Lucky
Ludwig J 6 4+ 3+ 4+ 4+ 10mc Zz Can�t Feel a Thing,
Slide, Jump
Mee-Kel S
Judwan 6 5+ 3+ 3+ 5+ 12mc Jud
wan
Pacifist, Long Arms,
Misdirect, 360 Vision,
Can�t Feel a Thing
Nightshade
S 6 4+ 3+ 4+ 5+ 8mc No
Ast Dirty Tricks
Number J
88 8 4+ 2+ 4+ 4+ 8mc Mind Like Water,
Jump
Reek G
Rolat 5 3+ 3+ 6+ 4+ 9mc V Can�t Feel a
Thing
Rico S
Van Dien 6 4+ 4+ 3+ 5+ 12mc Jump, Show Off
Slippery S
Joe 5 5+ 3+ 4+ 5+ 7mc OG A Safe Pair of
Hands,Jump,Roll
Wildcard J 6 4+ 3+ 4+ 4+ 9mc H
Ast
Even the Odds,
Slide
Wyn S
Greth�zki 5 5+ 4+ 3+ 5+ 11mc Rbt Duck & Weave,
Alert
Yurik G
Yurikson 4+ 3+ 5+ 4+ 4+ 11mc No
OG
Steady, 360 Vision,
Can�t Feel a Thing,
Quick Recovery
360 Vision (Any) no rear arc, all 6 hexes around are threat.
A Safe Pair of Hands (S/J) +1 to Catch inaccurate pass (scattering ball or
0 success Throw)
Alert (Any) Immediately turn to face opponent that moves adjacent.
Back Flip (Any) Auto pass Stand Up action as if Doubled.
Can�t Feel a Thing (Any) +1 success on Armour Checks.
Dirty Tricks (Any) Once per match my call Foul! against a player.
Does This Hurt? (J/G) Treat Stomp as a Slam for move/adjacent bonus.
Still a Foul.
Duck & Weave (Any) +1d on any Dodge attempt.
Even the Odds (J) As Running Interference, except 1/Rush while losing.
Gotcha! (Any) Causes -2 Threat instead of -1. Failed Evades away from
player don�t move.
Grizzled (Any) -1 for Slams against this player.
Jump (S/J) 2 hex move part of run/sprint (counts as 2 movement and no
Evade Check), 1st hex must have player. See Actions.
Keeper (G) Role change to Keeper, type of Guard. Still Guard, unless
specifically says otherwise. 3+ Armour. May Pick up Ball or Catch at -1.
Punt action - place ball anywhere on field, ball scatters twice, Rush Ends.
Long Arms (Judwan-Any) Replace Throw distance chart with: 1-4 hex:3d,
5-8 hex:2d, 9-12 hex:1d. Cannot score +1 bonus point on Strikes.
Lucky (Any) Once per rush, player may re-roll one dice.
Mind Like Water (Any) Always responds to Slams with Slamback (using
Speed) and rolls same # dice as Slammer.
Misdirect (S/J) Can do Feint Action.
Pacifist (Any) May not Slam/back,Throw at player,Sucker Punch,Stomp
Prima Donna (G) Before match roll die. On 2-6, normal Guard. On 1,
Modified Striker: Armour 5+, No S/G bonuses, Action Reactions as Striker,
except may Slamback, Move like Jack. Other respects as Guard.
Quick Change Artist (Robot-Any) Start game as Jack. Can do TransformAction. May
choose any advancement table, but only valid while in that
Role.
Quick Recovery (Any) On 1-3 damage, reduce to 1.
Really Lucky (Any) Replaces Lucky. Lucky per action now.
Roll (S/J) If target of Stomp, treat normal Dodge as Double.
Running Interference (J/G) May use once per match, see Actions.
Show Off (S/J) -1d on Strikes, a successful Strike counts as Doubles.
Slide (J) May Dash as part of any action that allows 1 hex movement.
Steady (J/G) Not knocked down by Slam. Still pushed/armor check.
Stretch (Any) +1d on any Dash attempt.
DreadBall Reference v2.1 by RangerRob (from BGG) / RangerRobAZ (Mantic)
ACTIONS AND FOULS ACTIONS AND FOULS
Action Role Test Modifiers Outcome / Notes
J=Jack >=stat: success (123) test - need 1 1st time, then 2 for next, etc.
. = Reaction
G=Guard 6: roll extra die ignore acting player�s Double - 2x needed successes
& target�s threat Opponent rolls 0 - need 1+
RUN SJG Move # hexes = M = Movement, turning freelyy. May Dash. Must Evade if move
out of threat hex
SPRINT SJG Move # hexes = 2
May Dash. Must E
= 2x Movement, straight fo
t Evade if move out of thre
t forward. May turn 1 hex side per Movement point.
eat hex
.DASH
.EVADE
.JUMP*
* Req. Ability
SJG 3d Speed (123)
-1 per threat (max -2)
on hex moving from+1 if Striker
Dash - move 1 extra hex, then test.
Evade - after move out of enemy threat hex.
Jump - uses 2 move,1st hex player. No Evade p63
0/1/2 - fall down in hex moved to.
If ball carrier - ball scatters and Rush Ends
1/2/3+ - success
.PICK UP
BALL
SJ 3d Skill (1)
-1 per threat (max -2)
-1 if Sprinted
-1 if Keeper
+1 if Striker
0 - ball scatters. Rush Ends
1 - pick up ball, action ends.
2+ -Also free Run/Throw action.
THROW
STRIKE
PASS
AT PLAYER
J may move 1
S may Run
SJ
Xd Skill (1)
3d: 1-3 hex range
2d: 4-6 hex range
1d: 7-9 hex range
A clear (no
standing models),
shortest path to
target is required.
-1 per threat (max -2)
-1 if moved
-1 target is Strike hex
+1 if Striker
STRIKE - target must be in front arc.
0 - ball scatters from target. Rush Ends
1 - adjust score track. Rush Ends
2+ - (or score 3+ points) Also do Fan Check.
PASS - target must be in front arc & able to Catch.
0 - Inaccurate Pass, attempt Catch
1 -Accurate Pass, attempt Catch
AT PLAYER - target must be in front arc & Dodges if
Thrower in front arc (vs. 0 if back).
Win - push back, target faces vacated hex,
ball scatters from vacated. Rush Ends
Double -Also knock down and Armour Check.
.CATCH SJ
Xd Skill (1)
X=throw successes
X=0 on scatter
-1 per threat (max -2)
-1 if Keeper
+1 if Striker
Ball must come (via throw or scatter) from front arc
0 - ball scatters from target. Rush Ends
1 - catch ball, action ends.
2+ -Also free Run/Throw action.
.DODGE SJG 3d Speed (x) -1 per threat (max -2)
+1 if Striker
Draw / Win - Ball scatters from target. Rush Ends
Double -Also free 1-hex move & turn any way
SLAM
J may move 1
G may Run
JG 3d Strength (x)
-1 per threat (max -2)
+1 if moved adjacent
+1 if Guard
Target may Dodge (front/rear) or Slamback (front)
Draw - players turn to face each other
Win - push back (may follow up), players face
each other if follow up, vacated hex if not
Double -Also knock down & Armour Check.
STEAL
J may move 1
S may Run
SJ 3d Speed (x) -1 per threat (max -2)
+1 if Striker
Target may Dodge (front/rear) or Slamback (front)
Draw - players turn to face each other
Win - ball scatters.
Double - Stealing player takes ball.
FEINT*
* Req. Ability
J may move 1
S may Run
SJ 3d Speed (x)
-1 per threat (max -2)
+1 if started adjacent
+1 if Judwan
Target may Dodge (front/rear) or Slamback (front)
Draw - players turn to face each other
Win - decide facing for both players
Double -Also move target 1 hex.
.SLAMBACK JG see Slam
.DODGE SJG 3d Speed (x)
-1 per threat (max -2)
-1 if knocked down
+1 if Striker
Win - turn any way; enemy turns to face
Double -Also free 1-hex move (even if down)
.ARMOUR
CHECK
SJG 3d Armour +1 if Guard
Hits = Slam winner successes loser
successes
Reduce Hits - by 1 per Armour success
Out of Play - 1 turn per hit. 4+ hits: player killed.
Fan Check - for injuring team if 3+ hits.
Fouls p44-446
DISTRACT
THE REF SJG 3d 4+ test (x) +1 if Guard
Draw / Win -Ref only on this player until Rush end
Do Ref Check w/ -1d (no eye)
Double -As Draw/Win, but no Ref Check.
.REMAIN
CALM
Ref 3d 4+ test (x) -1 per threat (max -2)
from distracting team
Win - do Ref Check against player
Double - player thrown out for rest of game
SUCKER
PUNCH JG Start a Slam actioon in the front arc of targget, but Slam from the back.
STOMP JG Slam a knocked d
Double - target m
down player, but may not makes Armour Check. An
ot move. Target Dodges.
ny other result - turn to face target.
STALL SJG If player in opponnent entrance hex, may C Call Foul on him after any
actions by his team.
SNEAK SJG If team has > 6 pl
Ref can be within
layers on field, may Call
n 7 of any player on team
Foul after any actions by that team.
m. Random player out of play on Ref Check success
Other Actions p400,48, p14(s2)
RUNNING
INTERFERENCE J
Requires ability o
During opponent�s
If Slam successfu
or card to use. Player run
s Rush, may interrupt an
ful, action ends, otherwise
nning interference may not have the ball.
ny action (max 1 interrupt per action) & do a Slam.
e target may resume action.
CALL FOUL If called by opponnent during/after foul andd before next action, Ref
Check done after action.
.REF CHECK 1d 1-3 +1 if Ref <= 7 spaces Sum all dice < 4; player out of play #
turns = sum.
4+ sum: out for game.