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UPDATE

Updated September 2021; text in red are cumulative changes to the rules.

FAQ – FREQUENTLY
ASKED QUESTIONS

work out the eventual direction after the bounce,


imagine the ball had come from further away, and
had already hit the wall where the Player is
standing. For example:
determine this, with the solid yellow arrow
showing the final bounce direction following
the normal rules for ricochets.
Q: Can a Gaelian Jack use both Ram and
Shove as part of a Slam?

A: Yes. Ram is specifically associated with


Slamming, but resolved entirely before Shove
is announced and dice are rolled.
Q: Can a Player in the Sin Bin play Run
Interference?
ERRATA

Dash

Run Interference

Page 73 – Players within 5 hexes of the


Captain's starting position may take one
more action than the normal limit in a single
Rush. should have Shell listed
Two of your Players may Run adjacent to the
same opposing prone Player. Then, they
each Stomp, combining the damage before
making the Armour Check

SUDDEN DEATH
The player has very long limbs or other
appendages with which they are able to make
plays at a greater distance than most.

If the player is a Jack or Guard, they can Slam an


opponent as normal. Alternatively, the player can
use its Reach ability to Slam an opponent that is 2
hexes away. There must be a clear path, ignoring
the ball and fallen players, to the target model in
order for the Slam to be made. The clear hex
counted between the models becomes the hex
from which the target is pushed back, if this
happens. This target of the Slam may only Dodge
unless it also has the Reach ability.

If the player is a Jack or Striker, they can attempt


to Steal as normal. Alternatively, the player can
use its Reach ability to Steal from an opponent that
is 2 hexes away. There must be a clear path,
ignoring fallen players, to the target model in
order for the Steal to be made. The target of the
Steal cannot may only Dodge unless it also has the
Reach ability.

If the player is a Jack or Striker, they can also


attempt to pick up a ball that is on the pitch up to 2
hexes away. Check that there is a clear path from
the player to the ball’s hex as if it were a 2 hex
Throw. Picking up the ball is resolved as normal.
Additionally if a scattered ball passes through this
players threat hexes they may attempt to catch the
ball using the normal rules for catching a scattered
ball.
+1 if the Feinting Player started the Action
adjacent to the target

Feint Wins: The winning Coach turns their Player


to face any direction. They may then move the
losing Player 1 hex in any direction, and with any
facing, without making any Evade rolls. The Action
ends.

Feint Doubles: As above. In addition, the losing


Player is knocked prone. If the winning Player did
not already Run as part of the Feint, they may
make an immediate Run Free Action.
Feint Loses: The Feinting Player turns to
face the other Player. Then, see the results
for Slamming/Dodging.

Spot Foul
Teleport is an Action that can be used
whenever a Player would normally Run,
whether as a standalone Action, a Free
Action, or as part of another Action such as a
Slam. The Player immediately disappears,
and reappears in an empty hex up to 4 hexes
away, facing any direction. No Evades need
to be made, and the Teleporting Player can
move through other Players or the ball
without touching them. Players can Teleport
when prone, but remain prone in their new
position.

The Pushing Player has overexerted

hexes of the Pushing Player


Bad Call
Referee
DreadBall has seen its share of sentient
machines, but none as dangerous as Bad Call.

Decomissioned from officiation after


Thudweiser Cup III, the referee chassis B+C=
was haphazardly stored in a remote ThaunTen
lab. After an electrical storm compromised
the facility's security, the robot shell was
inexplicably reported missing from inventory.

Shortly thereafter, its serial numbers were


observed back on the pitch. But no DGB
official was responsible for its match
assignment and its performance was...
irregular. It seemingly replaced impartiality
with viciousness and was injuring Players! By
the time authorities were alerted to the
anomaly, the robot would vanish amidst
nearby Medi-bots and restroom-bots. The
pattern of detection and evasion has happened
so many times, fans now delight in the legend
of Bad Call, the "Psycho Ref."

Bad Call works just like a DreadBall


Referee with one exception: it can Slam a
Player.

At the end of Moving The Ref, If Bad Call is


adjacent to an opposing Player of the
Rushing Coach, the Rushing Coach may make
a Slam test against the opposing Player.

Treat Bad Call as a Guard with STR 3+ and


the Steady Ability.

Bad Call does not call Fouls on itself.

If Bad Call is injured, it is sent off the pitch to


recover as normal. However, it is not set in a
Coach's Sin Bin. Instead, set Bad Call onto the
Rush track. Its position is the number of
injuries added to the current Rush, indicating
when Bad Call returns to the pitch. At the start
of that Rush, Bad Call is set onto the Ref
Starting Hex. If the Ref Starting Hex is occupied
with a player, Bad Call may be set in an
adjacent hex that is not the centreline. If the
injury would surpass Rush 14, Bad Call does not
return.
Support Specialists Robber (Steal)

Sliver was a legendary master thief. Slight-of-


Introduced in the Galactic Tour: Magnetar hand expertise had granted him countless riches
Circuit, Support Specialists add exciting throughout his lengthy lifespan. Loose credits on
options and flexibility to a Supporting Staff. unsuspecting targets were always easy to pick, but
from the fees charged
As an alternative to a Coaching Assistant, one for discretely pocketing contraband and
of your three slots can be taken up by a Support corporation secrets. No mark was too important or
Specialist. Just like a Coaching Assistant, they too secure. If a client wanted an item badly
cost 80mc to add to your roster. enough, and if they could aafford Sliver's services,
they could have it.
Support Specialists grant extra successes to With age came reduced maneuverability and risk of
a test, even if you had none to start with! being caught red-handed. But age also brought
wisdom. Sliver knew his twilight years could best
Each Support Specialist works in the same way, turn profit if he transitioned into a role of mentor.
but the specific test they apply to is given after He would teach apprentices the fine art of thievery
their name in brackets: while legitimately adding to his coffers. Sliver
would also pull of one last heist in the process.
e.g. Robber (Steal) A reception with Jesus Ortiz and Digby was
granted, and the master left the meeting with two
After making a test of the indicated type, you gains. Sliver had a new Specialist contract for the
may use a matching Support Specialist DreadBall sidelines. He would now
currently on the sideline to add successes to Jacks and Strikers on the nuances of nabbing
your roll. Simply place the model in the 1, 2, or personal property. Additionally, Sliver left with a
3 position of your Sin Bin, corresponding to heavily guarded trade recipe for a new Slurpmax
the number of successes you with to add. flavor. The ingredient list would net enough credits
to be considered a handsome signing bonus.
Support Specialists move through the Sin Bin
just like Players and Coaching Assistants do,
which means the more successes granted, the
longer you must wait for the Support Specialist
to become free to use again.

At the start of each of their Coach's Rushes, a


Support Specialist in the Sub's Bench is placed
on a Coaching Assistant space on the sidelines.

For example: Lee rolls a Steal test and needs 3


successes. He only rolls one. He uses his
Robber, and places it in the 2 position of his Sin
Bin, thus granting him the 2 additional
successes he needs to pass the test. The
Robber will not be available to use again until
it has left the Sin Bin.

Therapist (Stand Up)

Burn Rambo was destined to a life of sport from an


early age. Burn eagerly clutched a DreadBall by the
age of two, and his enthusiastic parents fostered his
handling skills through countless youth leagues. As
a teenager, Burn’s pitch awareness accumulated
scores of accolades and trophies. Rambo was a
DreadBall prodigy and DGB scouts had taken notice.
A lucrative contract from the Trontek 29ers was
prepared and Burn Rambo was on the cusp of an
incredible draft when tragedy occurred.

Exhausted from sponsored tryouts, Rambo


mistakenly entered a Hobgoblin locker room.
Unaware of his surroundings, Burn stumbled into
the unclothed buttocks of a Hulk. The startled Guard
took umbrage at the uninvited probe, and slammed
Burn into a staff Medi-bot. The robot was destroyed.
Rambo's spine was severed.
No amount of medical care could repair
Burn's injury. His promising professional
DreadBall career was over before it even
began. But when a hangar door closes, an
air lock opens. The Trontek 29ers offered a
public relations guarantee; if Burn Rambo
could finish his education, he would have a
sideline position waiting for him.

Burn received advanced degrees in sports


therapy and was promptly hired by the 29ers
as a new specialist.

Escapee (Evade)

Captain Johannes Patrik Mason was officially


dead. The privately-owned corporate prison
D4-209-C had experienced its worst riot on
record, a bloody one-day encounter
internally referred to as 'the 209 Massacre'.
43 guards and inmates were recorded as
killed, Mason among them. His life sentence
for espionage had been tragically served.

Or so the prison thought.

Mason had done the impossible. He had


escaped the maximum-security facility
through a combination of speed, subterfuge,
and salve. After instigating 'BrickBat' Vognar
into a violent mess hall rampage, Mason quickly
used the deadly moment as cover. His greased
himself with kitchen lard, shimmied his
diminutive frame into a trash chute, and was
jettisoned from the prison on a garbage pallet.
During riot clean-up, investigators were
deceived by Mason's parting ruse. A
strategically placed assortment of extracted
teeth and his left eyeball convinced authorities
that Mason had been pulverized in the mayhem.

A costly relocation scheme was deployed


compliments of Blaine, and Mason found
gainful employment in the DGB. With vision
augmented by cybernetics, and a lubricant-
dispersal-remote (patent-pending) in-hand,
"Johnny Maisen" now straddles the sidelines to
help players get out of the stickiest of
situations.
Team Coaches
Some locker rooms are too varied and too
volatile to confide in one Player's pitch
leadership. Instead of fielding a Team Captain,
the Players extend just enough trust into a Team
Coach!

Team Coaches are the elite of Supporting Staff.


They have more cache than Cheerleaders,
more smarts than Specialists, and more
cunning acumen than Coaching Assistants.

A Team Coach costs 80 mc.

At the start of each game, when placing the


team's Players, place a Team Coach on the
sidelines.

Coach Renton
Xtreme Coach

Coach Renton is famed for pointing his finger,


holding his phone close to his chest, and
general shoutiness. He's as direct in his tactics
as an Orc Guard is on the pitch and about as
flamboyant as a Veer-myn Striker in a pink
dress. Renton is renowned for both his
embeefed bouffant and a masterful strategic
overview (though don't get him started on the
detail).

During the game, Coach Renton can use the


four abilities of a normal Coaching Assistant,
plus two additional abilities; Brings out their
Best! And Seize the Moment!

Brings out their Best!

If Coach Ronnie is on the sideline, one Player


from the Coach s team may have a third action
token played on them during their Rush.

Seize the Moment!

There are moments in a match when just the


right play, at just the right time, can change
everything. Coach Renton is a master at having
the right play dialed up for the job. When you
wish to Seize the Moment, place Coach
Renton in the 3 section of the Sin Bin. You may
go through the DreadBall Card discard pile and
place any one card in your hand.

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