Deathball: General Principles Movement Tackling
Deathball: General Principles Movement Tackling
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General Principles Movement Tackling
The most important rule: Whenever the Models may freely move into the control Models that move within 1“ of opponents
rules are unclear use common sense and zone of opponents, however when moving that have the ball may try to tackle them to
personal preference. Have fun! out of enemy control zones those models take the ball. Roll one die and compare the
get a free attack action against them. If a skill values of attacker and defender to see
Control Zones: Each model has a 1“ control
model moves out of several control zones what score you need to take it:
zone extending out from its base.
each model gets a free attack.
Preparation • Attacker 2 higher: 2+ to take
Attacking • Attacker 1 higher: 3+ to take
The Playfield: The game is played on a flat
Models that are within 1“ of opponents may • Both equal: 4+ to take
3‘x3‘ surface, with a goal marker placed at
the center of two opposing table edges, and
attack them. Roll one die and compare the • Defender 1 higher: 5+ to take
the ball at the center of the table. The edges
brawl values of attacker and defender to • Defender 2 higher: 6+ to take
see what score you need to hit:
of the table are impassable for both the If the attacker manages to take the ball it
models and the ball. • Attacker 2 higher: 2+ to hit comes under his control. Else the ball stays
The Teams: The players must put together • Attacker 1 higher: 3+ to hit in control of the original model.
two teams of 5 models each. • Both equal: 4+ to hit Shooting the Ball
Deployment: Players roll-off and the winner • Defender 1 higher: 5+ to hit
Models controlling the ball may try to shoot
picks one of the table edges with a goal • Defender 2 higher: 6+ to hit
it at the goal, to other models, or to any
marker as his own with his opponent taking
If the attacker manages to hit the target roll point on the table. Roll one die and add the
the opposite. The winning player paces all of
one die and see what happens: model’s skill value to the result, applying the
his models within 18” of his goal and at least
following modifiers:
3” away from the ball first, and then his • 1: Knocked Out
opponent does the same.
• 2-3: Stunned • -1 for every full 9” to the target
Objective: After 60 turns the game is over, • 4-6: Pushed • -1 for every enemy control zone
and the player with most points wins. between shooter and target
Knocked Out: Remove from play.
Playing the Game If the model scores a total of 6 or higher,
Stunned: Count as having brawl 0, lose the then the ball lands on target. Else the ball is
The game is played in alternating player ball and have no control zone (place model moved D6” directly away from him.
turns in which they try to activate their on its side to show this). Treat further stun
models, starting with the player that results as knock out results instead. Receiving the Ball: If the ball lands in one
deployed first. Once a player has activated model’s control zone, then he may try to
Pushed: The attacker moves the model by take it like he normally would if he had
all of his models or fails an activation play
up to 3“ and it loses the ball. This ends the moved into it. If the ball lands in the zones
passes to his opponent. model‘s activation immediately. of two or more opposing models, then one
Activation Taking the Ball model from each team may try to take it,
which is resolved like tackling, with the
The player picks one model that hasn’t Once per action, if a model moves into the active player’s team being the attacker.
activated yet and rolls 1, 2 or 3 dice, trying ball whilst it’s not controlled by another
to score 4+. For each success the model may Scoring Goals / Team K.O.
model, then it may try to take it. Roll one
take one action, however if two or more die and check the model’s skill value:
rolls fail then the player’s turn is over after If the ball lands on a player’s goal or all of
any remaining actions are taken. • Skill 1: Take ball on 4+ his models are knocked out the opponent
scores a point, the ball is placed in the
• Skill 2: Take ball on 3+
• Move: Move 6”. center of the table again, and all models
• Skill 3: Take ball on 2+
• Tackle: Take ball from opponent. within 3” are pushed directly away until
they are at least 3” away. Knocked out
• Attack: Attack one opponent. If the model takes the ball it’s in his control
and stay with him as he moves. Else the ball models are then placed within 6” of their
• Shoot: Shoot the ball at a target.
own goal, at least 3” away from opponents.
is moved D6” directly away from him.
• Recover: Recover from stun.
Heavy Hitters
Lucky Gamblers