Deadball: Baseball With Dice: W.M. Akers Quick Reference
Deadball: Baseball With Dice: W.M. Akers Quick Reference
POWER HITTERS (P+/P++) Add 1 to all DEF rolls Double on HT rolls of 18 Only give up a walk when the MSS is 1-2
points greater than the BT
P+ hitters add 1 to every HT roll Throw out the lead runner on modified Subtract 3 from every stolen base roll
DEF rolls of 13
P++ players add 2 to every HT roll Are easier to double up. In a double play
GREAT STAMINA (ST+)
If a catcher, increase the starting pitcher’s situation, any ball in the infield is a double
Can be shifted against Begin losing levels on their Pitch Die for
PD level by 1, with a maximum of d12 play—regardless of the MSS
every inning pitched past the seventh, not
Can turn a routine ground ball into a
CONTACT HITTERS (C+) the sixth
double play. In a double play situation, if POOR DEFENDERS (D-)
Double on HT rolls of 1-2. No DEF. the MSS is less than 70, the D+ player to Subtract 1 from all DEF rolls
Are automatically successful at bunting whom the ball was hit can make a DEF roll. DEFENSIVE ALIGNMENTS
If a catcher, reduce every pitcher’s PD level
On a 10-12, the Great Defender turns a
Always convert sacrifice flies, unless by 1 INFIELD IN, AFFECTS HT ROLLS OF:
double play.
outfielder is D+ 3-7 Add 2 to the DEF roll. On a
If an infielder, must roll for DEF before
If a Great Defender catches a fly ball that
starting double play. If he rolls a 1 or a 2, 13, the runner coming home
SPEEDY RUNNERS (S+) should bring home a sacrifice fly, the
all runners are safe. from third is out and the batter
Great Defender has a chance to throw the
Double on HT roll of 1. No DEF. reaches first base safely.
runner out at the plate by making a DEF If an outfielder, always allows sacrifice
Triple on HT roll of 2. No DEF. roll. On a 10-12, the runner is out. flies, regardless of MSS 8-12 The batter doubles, and runners
advance 2.
When stealing 2nd or 3rd, roll d8+1. Any player playing out of position counts
WEAK HITTERS (P-/P--) as a Poor Defender
Can steal home. Roll a d8. On a roll of 8,
P- hitters subtract 1 from every HT roll NO DOUBLES, AFFECTS HT ROLLS OF:
S+ runner at third steals home.
STRIKEOUT ARTIST (K+) 3-7 Do not roll for DEF.
Can bunt for a hit. When bunting, treat a P-- hitters subtract 2 from every HT roll
roll of 1 as “Single, DEF (3B).” Add 1 to every MSS 13-15 Single, runners adv. 2.
FREE SWINGERS (C-) A result of 3 on the Out Table is a strikeout
Can’t be doubled up. When a Speedy
Runner hits a ball that would normally be Strike out on HT rolls of 11-12 INFIELD SHIFT, AFFECTS HT ROLLS OF:
a double play, lead runner is out, but the GROUNDBALL MACHINE (GB+)
Bunt successfully only on rolls of 1-2 3-4 Add 3 to the DEF roll.
Speedy Runner reaches first base safely. Add 1 to every MSS
(Unless the defender starting the double Can’t hit sac flies 5 Double, runners adv. 2.
A result of 2 on the Out Table is a ground
play is a Great Defender.) Can be shifted against
ball to shortstop (6-3)