They say the only constant in life is change. With the new edition of Dreadball on the way (to kickstarter backers at least - there rest of you mere mortals will have to wait until next year) people want to know about the changes.
I already talked about the rule changes here, however the rules are just part of what makes the game. The abilities of the players, as well as the teams, are what make the games interesting and unique. So I thought I'd go over the Ability changes. One note - this is what I have been able to determine comparing the new PDF to the old books - please if you see something I missed or have wrong feel free to comment so I can correct it.
The following special rules are no longer part of the game
The following had changes:
And finally, there are some brand new abilities:
I already talked about the rule changes here, however the rules are just part of what makes the game. The abilities of the players, as well as the teams, are what make the games interesting and unique. So I thought I'd go over the Ability changes. One note - this is what I have been able to determine comparing the new PDF to the old books - please if you see something I missed or have wrong feel free to comment so I can correct it.
The following special rules are no longer part of the game
- 360 Vision
- Charge
- Coming Through
- Dirty Tricks
- Does This Hurt?
- Driller
- Even the Odds
- Klutz
- Long Arms
- Mind Control
- Mind Like Water
- Portal Master
- Poison Blade
- Prima Donna
- Really Lucky
- Rule of Law
- Rolling
- Running Interference - this is now a rule that all jacks can do, you no longer need a specific card or to have this ability
- Slide
- Slippery Customer
- Spinner
- Stretch
- Tongue
- Trail Blazer
- Uncontrolled
Several of the abilities are now team specific, so are put in a separate section
- Acrobatic (Kalyshi)
- Anarchic Rebellion (Rebs)
- Harmonics (Crystallans)
- Honourable (Ada-Lorana & Matsudan)
- It Wasn't Me (Zees)
- Monkey Business (Zees)
- Pacifist (Judwan)
- Peer Pressure (Hobgoblins)
- Phaser (Ada-Lorana)
- Portal (Koris)
- Push (Tsudochan)
- Runaround (Zees)
- Transform (Meta-bots)
- Shell (Teratons)
- Teleport (Teratons)
- Won't Stay Down (Cyborgs)
- Crowd Puller -> Fan Favorite
- Misdirect -> Feint
- Quick Change Artist -> Transform(Meta-bots)
- Tail -> Strong Tail (with an enhancement - see below)
The following had changes:
- A Safe Pair of Hands - this changes from being +1 to catch inaccurate throws () to +1 on ALL catches.
- Brush Aside - some minor changes and lose the bonus for giants
- Can't Feel a Thing - +1 to armor checks (instead of an automatic success)
- Fragile - now -1 to armor checks, instead of an automatic failure)
- Shock Collar - wearer no longer takes an auto 3 damage - instead +2 on the wearing player for the test
- Strong Tail - like the old Tail, but in addition if this player doubles an evade roll, then the player they are evading is knocked down
- Toxic - adds 1 to damage done
- Alert
- Backflip
- Duck and Weave
- Fan Favorite
- Feint
- Gotcha
- Grizzled
- Illegal
- Jump
- Keeper
- Lucky
- Mighty
- Pile Driver
- Pummel
- Quick Recovery
- Ram
- Shock Collar
- Shove
- Show Off
- Steady
- Stench
- Stubborn
- Take a Dive
- Threatening
Diagram showing new ability, Reach, for Giant and normal player |
And finally, there are some brand new abilities:
- BackStab - +1 on slam when the target does not threaten the player making the slam
- Boost - +1 to dash
- Extended Interference - can use any blue action card to Run Interference
- Linked - When playing a card on a player with this ability, another player with this ability may first take a free run action
- Reach - player extends their front arc 2 hexes
Next we'll look at how the teams have changed.
Because it is all fun and games . . .
Nice, awesome review of the abilities. I was doing a list of changes, but you finished first ^_^
ReplyDelete