Deathball English Rules
Deathball English Rules
Deathball English Rules
(kalthor's version
Control areas: A player can only perform the same If a player misses when taking the
each model has a 1 "zone control action once. ball from the flor, the ball is moved
that extends from its base. 1d3” in a random direction.
Movement:
Preparation The playing field: Models are free to move into A player who is inside an enemy
the game is played on a surface of opponents' control zone, but when control area and fails in his
2’x2´, with a goal marker located in they move out of enemy control attempt to touch the two, is
the center of two opposite edges of zones, these models get a free considered to have been hit by an
the table and the ball in the center attack action against them. If the enemy and throws the nut table
of it. model leaves several control zones directly.
The edges of the table are each model receives a free attack.
impassable for both the players and Score goals:
the ball. A Model can try to shoot at goal
Attack: just as if it were a step and the same
The teams: Mmodels that are 1 "from opponents modifiers are applied.
Players must meet two teams of up can attack them. Roll a dice and
to 10 Points each. compare the attacker's and Casualties and change of
defender's Strength values and roll players:
Deployment: a Dice. At any time during a game but
A dice is rolled to see who wins the always keeping a maximum of 5
deployment the winner chooses one models on the field a player can
of the margins of the table with a Attacking 2 more: 2 to hit enter a model from one of the sides
score as a goal and the opponent Attacking 1More: 3 to impact of the field making a move and thus
the opposite side. The winning Two equal: 4 to impact ending its activation.
player places 5 of his models less Defender 1 more: 5 to impact
than 6 ”from the goal and then his Defender 2 More: 6 to impact When a player is knocked out he
opponent does the same. must remain 1d3 turns offside
Once the player has hit, roll the before returning to the bench. Any
The game begins with the player next Table. player may enter the field from the
who has won the initiative at any bench as long as the limit of 5 is not
point on the board and deflecting 1: Knocked out exceeded.
the 1d6 ”ball in a random direction. 2-3: Stunned
4-6: Push After a player scores a goal he can
Goal: rearrange his players by changing
after 12 rounds, the game is over, Knocked: When a model is knocked them without having to remove
and the player who has managed to out, it is out of play 1d3 rounds. them from the side.
score the most points in the
opponent's goal wins. Stunned: The player falls to the Win a game
ground in shock, his value of The player who has scored the most
Activate players: Strength while remaining on the goals at the end of 12 rounds wins
Each turn begins with the player ground is 1. the game.
leading the initiative activating a
model, the activations being carried Push: The enemy player pushes 3
out by alternating models until the ”back and loses the ball.
last model is activated. The
initiative is maintained until a goal Ability Test:
is scored, in which case the Whenever a Model tries, catches the
initiative is won by the player who ball, kicks or leaves a control zone
scored. he must perform a Skill Test, this
test is performed with 1d6 with an
Each model can carry out two objective value that is affected by
actions which are: different factors.
Terrain:
When you set up the table, you can Sun of 1 -1 to Attack rolls
place it as many of the following justice
pieces of land in the
table as you wish. Sunny day 2 A perfect day to
smash someone's
3 face
Obstacles (barrels, rocks, trees,
etc.): each has a 1 "control zone and 4
counts as an opponent when Rain 5 -1 to Ability test,
counting modifiers. place 2 mub
terrain markers
Difficult terrain (mud, water, on the field.
bushes, etc.): Models halve
movement when crossing difficult Frozen pitch 6 1”to movement,
terrain. when a model
finishes a move
Dangerous terrain: (lava, spikes, action make a
etc.) Models have to roll a dice ability test, if
when crossing dangerous ground, in failed the last
a 1 they take an automatic hit as if inch is moved in a
they were attacked. When the ball random direction
crosses dangerous ground roll a
dice, on a 1 it is destroyed and put
new one in the center of the table as Events:
if a goal had been scored. At the beginning of the game and all
when a goal is scored, roll a dice to
get a random event. These effects
Urban Deathball: only last up until a new goal is
scored and not extended
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