Asterians

A swift team who lack long-term survival who rely on their speed to avoid injury. They have learned to maximize their 'fragile-ness' to point blame where it isn't due and have the Ref remove threats from the pitch. As such they look to end games fast before the players they have removed come back for vengeance.

Pros

 * Has all three Roles
 * One of few team to start with a Coaching Assistant (Defensive)
 * High Movement and Speed
 * Guard starts with Dirty Tricks
 * Jacks start withTaking a Dive

Cons

 * Poor Strength
 * Only 1 Guard
 * Jacks and Strikers have Fragile
 * Taking a Dive can only be used once per Rush, once per player, and leaves the acting player Prone.
 * Starts with no Coaching Dice or Dreadball Cards

Taking a Dive
Anytime the Jack takes an action that moves it adjacent an opposing player, the Jack may fall prone in their Hex (makes no Armor check) and call Foul on an adjacent opponent. A Ref check is resolved as normal despite the victim doing nothing wrong.

The Jack must have opted to fall on their own accord. They cannot use Taking a Dive if they fell for any other reason - though they may Dash and opt to fall into the Hex before attempting to see if they fell or not.

If a Jack falls when Taking a Dive onto a Hex that had the ball, the ball scatters. This doesn't end the Jack's rush.

Play Dirty! Play to Win!
As the only team with Taking a Dive and Dirty Tricks, make sure to utilize them. Using both on your first rush can allow you to potentially remove 2 enemies from the field (or remove one stubborn one the ref chose to ignore). Make sure to use it on the main threat of your opposition (typically their Star player) to give you better control of the pitch.

After your first Rush, make sure you keep abusing Taking a Dive to keep removing opposing players.

Jacks (S1)
Falling Prone does leave your Jacks vulnerable from Stomps when they are Taking a Dive. As such use the S1 Jack table to increase your chances of grabbing Backflip (to let you stand for free). Second to that, Can't Feel a Thing will help compensate for being Fragile.

Strikers (S2)
Grabbing Stretch and Misdirect will take advantage of your high Speed, though like any Striker securing Skill 3+ is your priority.

Team Progress
Though expensive, a second Guard can really maximize your Dirty Tricks. With luck its possible for two guards and a Jack to remove half the enemy team from the pitch in your first rush, significantly opening the field for you. Even if it doesn't happen, you still have a pair of durable fighters to pull some attention away from your fragile scorers.