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Welcome to the Underdome!

Mantic Games
DreadBall Xtreme gave you just a taster, now this Player Manual will give you the full experience
of leading a handpicked team of misfits, criminals, aliens and assorted other trash to victory in
the seedy underbelly of the Xtreme world.

This manual gives you everything you need to construct your own Sponsor – either model them on

DreadBall Xtreme Player Manual


yourself or create a darker alter ego to send your players to victory or death. Then assemble your
crew from the full range of Xtreme players, and maybe even pick up the odd desperado or reject
from the big leagues while you are at it. Then take to the pitch and show the other sponsors who
is boss in the only way that matters. You might win big or lose bigger, but this isn’t a game – it’s
life or death played out for the baying crowds.

So get your act together and get them out there – there’s no prizes for second place, no TV
sponsorship, no rules and no safety nets. Just you, the other guys and the ball.

A copy of the main DreadBall Xtreme rulebook is required to use


the contents of this expansion.

Get involved and keep up to date with all the latest news and
Product Code MGDBX07

events by visiting www.manticgames.com Product Code


Barcode
MGDBX07
5060208868166
ISBN 978-0-9931984-2-7

DreadBall and DreadBall Xtreme are © Copyright Mantic Games 2015. Mars Attacks is TM & © 2015
The Topps Company, Inc. All rights reserved. Gabe and Tycho are TM & © 2015 Penny Arcade Inc. All
rights reserved. All rights in the design, text, graphics and other material in this publication and its
selection or arrangement is copyright of Mantic Entertainment Ltd., or has been granted for use by
other third parties. This includes images, text, graphics, corporate logos and emblems. Reproduction
is prohibited. Mantic Games, 193 Hempshill Lane, Bulwell, Nottingham, NG8 6PF, UK.
Dreadball xtreme: Player manual

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Dreadball xtreme: Player manual


Dreadball xtreme: Player manual
”If you decide to attend one of the underground games of DreadBall, known to fans as ‘Xtreme’, then there are
a few basic rules that you should bear in mind. Don’t take anything valuable with you. Don’t place a bet unless
you are absolutely certain that you can afford to lose, don’t go at all if you have any sort of nervous disposition or
aversion to blood or gore and most important of all, do not under any circumstances eat the hot dogs. They aren’t
hot, and if they were made from dogs then that would be a step up.”

Off the Beaten Track – a guide to the darker sides of entertainment in the GCPS

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Dreadball xtreme: Player manual

CONTENTS
Introduction ���������������� 4 Sphyr ................................................................. 39

Teratons ............................................................ 39

hiring players ������������6 Tsudochan ......................................................... 40

Who Are These People? ...................................... 8 Veer-myn ........................................................... 42

Zees ................................................................... 42

THE Sponsors ������������� 12 Z’zor .................................................................. 43

Building Your Own Sponsor ............................... 16 Other Players .................................................... 43

Example Sponsor: Ardia Shi’lek ........................ 17 The Old, Familiar Faces..................................... 45

xtreme leagues ������ 18 appendix -


additional rules
In the locker & reference �����������������49
room ����������������������������������� 19 New Rules – Fans in DBX .................................. 50
Ada-Lorana ....................................................... 20 New Rules – Cheerleaders in DBX .................... 51

Asterians & Kalyshi ........................................... 21 New Rules – Giants ........................................... 52

Convicts ............................................................. 22 New Actions ...................................................... 56


Crystallans ........................................................ 22
Abilities ............................................................. 58
Forge Fathers & Brokkrs .................................. 23

Hobgoblins ........................................................ 24
going
Humans ............................................................. 25
underground ������������69
Judwan .............................................................. 26

Koris .................................................................. 27

Kovossian Mutants ............................................ 28

Marauders ......................................................... 31

Martians ............................................................ 31

Mechanites ........................................................ 32

Nameless .......................................................... 36

Rebels ............................................................... 37

Robots ............................................................... 38

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Dreadball xtreme: Player manual
CREDITS
GAME DESIGN PAINTING
Jake Thornton Chris Webb, Dave Neild, Paul Shorten

BACKGROUND ADDITIONAL SCENERY


Greg D Smith, James M Hewitt Antenociti’s Workshop

SPECIAL THANKS PHOTOGRAPHY


Ben Moorhouse, Jeff Shortland, Lee Montgomery, Ben Sandum
Pete Fullergreen, Rob Taylor
GRAPHIC DESIGN
COVER ART Chris Webb, Kev Brett, Pete Borlace, Sean Turtle
Shen Fei
With special thanks to the thousands of gamers
INTERNAL ART who backed us on the Kickstarter. It’s you guys
Heath Foley, Luigi Terzi, Shen Fei, Roberto Cirillo who made this all possible.

SCULPTING
Ben Skinner, Bob Naismith, Dave Kidd, Derek
Miller, Grégory Clavilier, James Van Schaik, Luigi
Terzi, MKUltra Studio, Remy Tremblay, Russ
Charles, Steve Saunders, Sylvain Quirion, Tim Prow

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Dreadball xtreme: Player manual

An Offer You Can’t


Refuse
So you’ve played a few games of DreadBall Xtreme All of these players can be used in normal DBX
with Blaine and the Warden, have you? You’ve games as well as the multi-part pitch games from
dodged a few traps, and scored a few strikes. You the DreadBall Xtreme Xpansion.
think you’re ready for the big time in the cutthroat
world of illegal sports? We shall see. We’ve also included some blank rosters for your
teams. If you fill these in while you’re recruiting your
This book is a guide to the dark and dangerous team then you’ve got a single handy reference for
corners of the DreadBall Xtreme world, and the all their stats during the game itself. You might also
many choices you will face as you explore it. In the want to keep old rosters in case a friend drops by
following pages are four new Sponsors, plus rules and fancies a quick game – ready-made teams help
to design your own. Also, the rules that lay behind speed set-up. Or, if you fancy really testing your skill
Blaine and the Warden’s choices and player costs as a Sponsor, then you can take the rosters designed
in the core DBX book are explained here in full. by your friends and choose one at random. Using a
Now you can see why Blaine has to pay so much random roster can be a fun challenge as you never
for Runners when the Warden gets them so cheap. know what you’ll get and you’ll have to think on your
Then there are myriad new players to choose from, feet. You never know what you’ll find out about your
ranging in size and potency from the diminutive Zee playing style and skill. You may even discover a new
to the roaring GIANTS. Added together, the number favourite player!
of possible combinations of Sponsor and players in a
single team run well into the millions.

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Dreadball xtreme: Player manual
It has often been said that the combined level of serve as fodder. Rarely is selection based on the
planning, organisation and training that goes into principles of winning the game through points scored
a DreadBall game rivals or surpasses that of a or any conventional style of victory. Sponsors will
military operation. Certainly, the players are trained always have an agenda, and that agenda will first and
as well as any combat soldier, and the logistics that foremost be based on them making as much money
go into maintaining a league team, and the facilities as possible.
from which they play, are comparable to that of
managing a minor invasion force. DreadBall Xtreme, Those who play the game vary tremendously in
by comparison, may be compared to a guerrilla size, shape, ability and species. From the tiniest Zee
insurgency. Small, desperate bands of fighters to the most enormous Teraton, the one thing that
thrown into combat in hidden arenas, surrounded by links all Xtreme players is a lack of choice. Some
booby traps and attempting to fly under the radar as may be coerced with threats of violence, others are
they perform for their shadowy masters, ignorant of prisoners with no choices at all, and others still are
their true agenda and never knowing whether they down on their luck and need the money to fund an
will come back alive. If a DGB sanctioned coach is a expensive habit or maybe just to survive. Whatever
five star general, then an Xtreme sponsor is a feudal the reason, it is rare indeed that an individual takes
warlord. Not as noble or decorated perhaps, but no to the Xtreme pitch lightly. If they are lucky, they will
less deadly at what they do. survive long enough to see the money at the end of
the game, if not spend it. Sponsors often bid more
Xtreme revels in its reputation for violence, blood than they can actually afford for a team, on the basis
and a ‘purer’ version of the sport than its bigger, that enough of them will be dead by the end of the
flashier cousin. It relies for its appeal on a somewhat game to bring the price back down to an affordable
romantic vision of gladiatorial combat between true level. There is in fact a whole branch of specific
warriors, free of the taint of corporate interference odds and mathematical probabilities dealing with
and the drug regimes, physical enhancements and complex equations to predict the mortality rate of
general artificiality that are seen as dominating the any given match, taking into account the arena to be
league game. A more honest sport, with competition used, the Sponsors involved, the types of players etc.
based on true strength and prowess, rather than Just like the players themselves, there are plenty
budget and corporate appeal. Though there are of statisticians and mathematical geniuses who are
elements of truth to this, it is far from being the in need of a swift injection of credits for whatever
complete picture. reasons that they may have.

Rather than being run by corporations, Xtreme Ultimately though, the success of Xtreme is thanks
is driven by a different sort of sponsor. These are to the success of DreadBall itself. Without the
shadowy individuals who operate on the very fringes corporate game to compare itself to, the appeal
of society, acquiring money and influence through of Xtreme would be lessened. Without the DGB
whatever means they can. From criminal kingpins to itself and the corporations driving up the costs of
prison officers, mad scientists to alien mercenaries competing, working in and even watching league
and bounty hunters – the variety amongst the games, there would be no requirement for a counter
sponsors is matched only by that amongst the teams culture serving the disenfranchised masses who
themselves. The only things which link these men, form the underbelly of the GCPS. DreadBall was
women and aliens are a lust for wealth and power, originally hailed as the sport of the masses – a
and a total lack of concern for those who they use contest that pitted man against man in equal
to achieve this. Whereas in League games, team physical trials. The explosive popularity and growth
franchises are built up over years on the reputation of the official game, and the developments and cost
and successes of various players, in Xtreme the increases that have gone with it, have left a vacuum
reputation of a team relies solely on that of its in that ‘everyman’ appeal which Xtreme has readily
sponsor. Xtreme players generally do not have filled. If you are a dock worker surviving on a handful
long or dazzling careers, and they mostly consider of creds, and you can’t afford a ticket to your local
themselves lucky if they survive a game. Sponsors arena or even a Hi Def subscription to watch games
have no interest in investing in a team beyond paying at home, there is bound to be an underground game
whatever is necessary to either persuade individuals happening somewhere near you. For a few creds,
to play or persuade others to force them to do so. you can step back in time to when DreadBall was the
most democratic sport in the galaxy, and watch two
Generally, players are selected by a Sponsor teams knock the shek out of each other until one
based on what he or she wants from the particular emerges victorious. You’ll be close enough to smell
game. Sometimes a Sponsor may want to put on a the blood and sweat, and it won’t cost you an arm
spectacular show, and look to hire the largest and and a leg. Unless you bet big with the sharks and
most powerful players they can find. Other times, lose, though they might let you off if you just play one
they may be looking to tactically throw a game for game for them. After all, Xtreme is the sport of the
profit, and select a mass of low quality players to common man…

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Dreadball xtreme: Player manual

Hiring Players
In the core DBX rules, each player had a cost for cost for each category. Strangers pay more to hire
each of the two sponsors, and these costs were someone than Allies, and Allies pay more than
often different. The background explained that this Friends. Simply pay the appropriate amount for that
was linked to the different groups with which each player type depending on how much you have in
Sponsor was affiliated, though you never saw the common.
workings of this. Now you will.
That’s all there is to it!
While listing the specific prices for a Sponsor is fine
when there are only two of them and a handful of Other than the costs as detailed above, Sponsors
players, it becomes vastly more complex when you purchase players in the same way as in the
have the numbers listed in this volume. Instead of DreadBall Xtreme Rulebook. When you buy a
doing that, each Sponsor and each player is given a team for a one-off match you can spend up to 70
number of groups with which they are associated. megacredits (mc) on your players. Simply choose
which ones you want from your list and pay the cost
The way this determines the cost to hire a player is for each one. The price shown is for one player of
as follows: that type for a single match. You may hire as many
as you like of each type – as long as you can afford
Compare the Sponsor’s groups with those of the them. A team could be made up of a single player
player he wishes to hire. Depending on how many type, or every player could be different. You choose.
match, the Sponsor is described as a:
s Stranger (0 groups match) You must have at least 4 players in your team. There
is no upper limit.
s Ally (1 group matches)
s Friend (2 or more groups match) You must spend at least 50mc on your team. The only
limit is the amount of cash your Sponsor has in their
Looking at the player profiles you can see a separate Stash.

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Dreadball xtreme: Player manual
Sarientar ducked under the punch of the lumbering wall from the kick, bouncing from it to land in a
Orc, rising in a fluid motion and smashing the ball dazed heap on the floor. The crowd booed loudly – it
directly into her opponent’s face. There was a crack, was clear whose side the majority of them were
audible even over the raucous bellowing of the on. Sarientar was already up and moving again, the
crowd, as the bone between the creature’s eyes gave scoring post of the strike zone mere yards away
under the weight of the blow, and its knees buckled. now. She could have thrown the ball and made
Even as it went down, it made a grab for the Kalyshi the score easily, but that wasn’t what her sponsor
with senseless, numb limbs, but Sarientar was required. She ran onwards, heading to slam the
already moving the moment the blow had landed, ball directly into the scoring post. The last member
and was several paces away from the Orc as it finally of the opposing team was heading towards her, a
hit the floor. Brackish dark blood dripped from the bald brute with teeth filed to sharp points and gang
ball now, and she gave it a disdainful flick, spattering tattoos covering every inch of flesh not covered by
droplets behind her as she ran. his orange prison issue fatigues. Sarientar made a
minute alteration to her path and braced herself for
Two convicts were heading towards her, trying to the right moment to make the move.
block her route to the strike zone. As she ran, she
felt the surface under her feet, mindful of the telltale As the punch swung in, telegraphed by the whole
signs of booby traps in loose or uneven plating, shape of the convict’s body as he lunged, Sarientar
sharp eyes always taking in each detail before her moved under it, twisting her body and counting the
as she ran. One of the fools was angled to just miss heartbeats to her next move. Her foot came down
a suspect plate, and she angled towards him, forcing in the exact spot she required, and she gritted her
him to alter his trajectory towards her. As his foot teeth as she made the final effort. The ankle twisted
hit the plate, there was a sharp bang and a flash of underneath her with a snap of pain, and the follow
sparks as the explosive charge beneath it went off. up blow which ought to have missed her instead
Though not large enough to be fatal, the explosion pummeled the side of her head, sending stars
sent the player flying several feet to slam into the dancing before her eyes as she fell to the floor. The
wall of the makeshift arena. His comrade pumped pain was an electric jolt of sensation, reminding her
his arms and put his head down as he tried to speed that she was vital and alive like nothing so far in this
up to catch her. Sarientar kept running for the wall, game had. There was a roar of approval from the
inviting the charge, seeing him smirk as he realized crowd as the brute scooped up the ball where she
he had her boxed in. had dropped it before him and went lumbering off
towards her own team’s strike zone, kicking her in
As she reached the wall, she kept going, feet flying the ribs as he went for good measure. She arched
up at an impossible angle and momentum carrying her body, flexing as if with the impact of the blow
her along the wall itself. The charging human, going but leaving just enough room that it bruised rather
for a move that would have slammed her into the than smashed. Then she lay there in a heap, making
wall, tried to pull up, off balance as he attempted to a show of heavy breathing as if dazed. She could see,
shift both weight and direction. Sarientar described through half-lidded eyes, the face of her Sponsor,
an arc over his head as she pirouetted off the wall, underlit by the display of the datapad and its endless
somersaulting over him. As she came down, she scrolls of numbers. He gave an almost imperceptible
shot both feet out behind her, pushing off the bulk nod. She’d done the job, and there would be enough
of the big bruiser to somersault again, landing with money for her bonus by the end of the game. If she
a rolling, cat-like motion as he slammed into the lived that long.

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Who Are These


People?
The “groups” that the players belong to are mostly a game convenience rather than formal, in-game societies.
It’s true that some of them may also be an actual organisation in the background, though that would be the
exception rather than the norm. In the main, they are simply groups of people who share common interests and
aims; like-minded individuals who may never meet, but will support each other by their actions nonetheless.

schemes will rarely be obvious from their first move,


Alien and if you think you’ve worked out their plan, then
you’ve probably fallen into their trap.
Unlike the relatively familiar Asterians or Forge
Fathers, these people are strange and unfamiliar
to the bulk of humanity. The Corporation is tolerant
of most aliens, though that doesn’t mean the crowd
DreadBall
or society in general understands them. They For some, the game as a whole is the thing. They see
share common experiences of unhelpful or even the big picture in a sense, but only on the scale of the
downright insulting behaviour by unwitting and sport rather than society. Often, they aren’t interested
uncomprehending humans. They are not outcasts in anything else and their whole life is dedicated to the
because they are trying to fit in – they just stand out betterment of the sport. A true devotee of the sport.
like an eight-foot tall pink squid with three heads in
your living room (because they are).
Forge Father
Non-humans who can blend in or are part of A Forge Father by birth or adoption. Someone who
familiar races (like Forge Fathers) rarely have these was raised in, and understands, this culture.
experiences, and so do not belong with this group.

Asterian Greedy
There are a few whose greed is for fame or glory
An Asterian by birth or adoption. Someone who was rather than cash. But only a few. For the majority
raised in, and understands, this culture. of these people it is the simple promise of riches
that motivates them to do pretty much anything,
Big Picture and a shared passion for any lucrative scheme,
however crass, draws them together. They are easily
Looks beyond the front pages of the news to see manipulated by promises of cash.
what’s going on behind the scenes. Sees the real story
and is involved in working on that scale. Often their
appearance on the DreadBall pitch is merely a means Guard
to an end. They are looking far beyond the crowd at a A specialist who is focussed on being the best Guard
much more intricate end game. they possibly can. A devoted student of the stats,
tactics, history and skills of the role.
Convict
Someone who is familiar with the penal system, either Hates
from many years in jail, or many years of keeping Occasionally, a player will have suffered so badly at
people in it. For all their hatred, prisoners and prison the hands of a specific group that he will never play
guards have more in common than they’d like to for them again. Perhaps he was permanently injured,
admit. humiliated or otherwise singled out. Maybe it’s real,
and maybe it’s all in their mind. Maybe it’s built on
Cunning nothing more than prejudice. Whatever the cause,
the player Hates that group, and will not play for a
Sneaky, devious, underhand or simply too clever for Sponsor that is associated with it for any amount of
their own good. These are the people who will come money. Any group can be hated, and the reason need
at a problem sideways rather than straight on. Their not make sense to anyone but the player in question.

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Dreadball xtreme: Player manual
If a player Hates someone then it will be listed in the
groups section of their stat line, as follows: Jack
A specialist who is focussed on being the best Jack
Hates [group name] they possibly can. A devoted student of the stats,
tactics, history and skills of the role.
For example, Hates Insectoid, or Hates Proud.

If a player Hates a group then they will never play for


a Sponsor who has that group. Hatred overrides all
Machine-mind
other group affiliations. Higher-functioning artificial intelligences, not mere
robots. In their own way they are as alien as any non-

Hunter human race, though their alien-ness is based purely


on intelligence rather than appearance. With the vast
As the Corporation expands and reaches ever more array of technological communications gear that
planets, alien races are sometimes added to its most of these players have access to, their physical
ranks before they develop a space-faring culture of meeting is rarely necessary.
their own. Many of these less-advanced races retain
a culture based on hunting as a simple requirement
for survival. For others it is a proudly held ancestral
Mr Roboto
tradition, often the ideal every male should aspire to. These are both robots and their amateur creators.
They bring this hunting philosophy to the game. Theirs is a world that is far removed from the
plentiful resources and shining factories of mass
Insectoid production. Instead, they are beset by a constant lack
of the right parts, and must scrounge and adapt to
Humanity has an instinctive fear and suspicion of build their creations, or maintain themselves. This
insects of all sizes, and these are the races whose gives them a very different, more entrepreneurial
ancestry sparks this primordial alarm. In the wider view of the world – a world that relies on who you
universe, many of these races fight each other for know (and what they can get) more than most.
control of planets or even whole sectors. Within
the Corporation, they are united by their common
experiences of the humans, and the unthinking
revulsion that is commonplace even among the more
educated and tolerant of the Corporation’s citizens.

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Dreadball xtreme: Player manual

Outcast Psycho
Separate from Corporation society’s mainstream. These are nutcases, berserkers and madmen. They
These are either shunned by most, or make a choice have no control over their own violence and are that
to be apart from the crowd. This also includes a way all the time. Short tempers and a lack of empathy
few self-imposed outcasts who operate within are commonplace. Often very popular with the crowds.
Corporation culture for reasons of their own and
have no interest or need to engage with it. Normal
society doesn’t need them, and they don’t need it. Rebel
For obvious reasons, those that are part of the genuine
Pirate Rebel forces are secretive and select in who they deal
with. Spies really are everywhere. Rebels can come
Even within the criminal fraternity, pirates are an from any race or walk of life, as it is an ethos that
insular bunch. These are part of that select group, who unites them, rather than any physical trait or common
know the secret codes and meeting places of their kind. history. If this group were ever foolish enough to
physically congregate in one room then they would be a
Plant strange mix indeed.

The natural reaction of most Corporation citizens to the


idea that plants can be sentient is one of incredulity. Reluctant
This reaction shapes this group, who share the These are the players who would rather be somewhere
common experience of dealing with someone that
else. This discomfort is what unites them, though the
thinks you are as intelligent as a carrot. This feeling is
reason for it varies greatly. Some have been press-
so deeply rooted within humans that even the evidence
ganged into the game, others have been duped into
of their own eyes is often not enough to convince them
playing. Still more have played willingly for a while,
that the player in front of them is sentient.
but have now made the money they needed, suffered
enough, or have lost their nerve. Either way, the most
Proud common discussion in this group is how to escape.

Codes of honour are common, though often observed


mainly in their breach. However, it is not always so, and
many races value honourable individuals very highly.
Striker
Each code of honour is different in the details. What A specialist who is focussed on being the best Striker
unites these people is the principle of a code that is they possibly can. A devoted student of the stats,
beyond an individual, yet defines their life. tactics, history and skills of the role.

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Dreadball xtreme: Player manual
Tech Guys Vicious
These boffins are lab-coated geeks who revel in the Professionally nasty, not necessarily unbalanced.
technical details of intricate creations. They work These are the players who treat violence as just
in many fields, and are united by their common part of the job, and can be as mild-mannered as you
fascination of cutting-edge technology, to the please outside the match (though for PR reasons
exclusion of almost all normal social interactions. they will often growl at the cameras and threaten
the interviewer). Application of violence, timings,

Vat Brothers and proper limits of force are all popular topics for
discussion within this group.
The field of cosmetic surgery has always been a
mixture of the subtle and the extreme. The subtle
sits comfortably within fashionable society, but the Weird Science
cutting edge of extreme modification is beyond the These are the fringe scientists, the ones who are
pale for most normal citizens. These are the people generally ostracised by their fellows for being too
who are so changed by surgery, or even by their strange, dangerous or downright illegal in their
breeding (as artificial creations) that they have none experiments. Not for them the dull years of systematic
but each other to call friend. study, incremental improvements and peer-reviewed
papers. These are visionaries who never let lack of
evidence hold them back from a new theory.

Worker
At the heart of every society is the worker. These are
the people that get things done, quietly and often
without thanks. They are the downtrodden masses
who line the silk pockets of the fat cats with riches, and
who congregate among themselves to drink and talk.
Usually of social inequality, and better times to come.

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Dreadball xtreme: Player manual

the Sponsors
The following pages add four new Sponsors to the mix. Each brings a different selection of easily hired
players to the game through their available groups.

The core DreadBall Xtreme rules list sample teams for each Sponsor, but we are beyond that now and sailing
into far murkier waters. This expansion is all about variety and choice, so rather than tell you what to take
the decision has been left entirely in your hands. As always, the challenge is finding the combination that
works best. Do you go for lots of cheaper players, or is a team of carefully selected elites a better plan? Is a
small band of expensive specialists the path to victory, or a swarm of expendable chaff? The choice is yours.

Blaine and the Warden need no introduction as you will already know them from the core DBX game. All that
is needed here is to list their groups:

Blaine: Alien, Pirate, Vicious, Psycho, Big Picture.

The Warden: DreadBall, Convict, Greedy, Vicious, Cunning.

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Dreadball xtreme: Player manual
Air wafted against his face, bringing the smell of “I think perhaps that you have me confused with
something different. After so many days here in the someone else, prisoner Podorov” the figure stepped
darkness, he’d grown accustomed to the various forward into the light, “or should I say, Agent
stenches of the place. The rat crap, stale sweat Karastan?”
and blood, crumbling neocrete, the sharp tang of
the iron chains. This was different – it smelled of Karastan couldn’t help himself. His jaw twitched
counterseptic and fresh soap, and polished leather. just a fraction too long before he opened his mouth
Finally. to protest. The figure before him held up a wizened
hand to ward off the words, reaching into the pocket
His face broke into a smile underneath the hood. of his long lab coat and bringing out a hypoderm
He knew that they would come eventually. He’d injector which he brought up before his goggled
started fights at every opportunity, incited two eyes, tapping it with a finger to agitate whatever
riots and seriously injured half a dozen of the liquid was within the glass vial.
guards, including that really big shek who was a
little too fond of his truncheon. And now all that “Please, Agent Karastan. Do not demean yourself
effort would finally pay off. He flexed his muscles further with any denial. We were aware of your
as best he could as he hung from the wall, working little infiltration from the beginning. You think that
to bring them back to life. He would need to be on the Warden allows anyone into this place without
impressive form. Each day, when he’d been sure knowing exactly who they are and where they are
nobody was looking, he’d used the chains to pull from? Your superiors at Enforcer Command Central
himself up the wall, keeping atrophy at bay with a have already been informed of your death some
series of contortions that he had been taught at the weeks ago, the Warden having filed a report of your
Academy. Now all the weeks of effort would pay off. unfortunate demise in a riot on the day of your
The next phase of the plan could begin. arrival. Your remains were of course incinerated,
and as soon as I have taken a sufficiently large
The hood tearing from his head was a surprise, the tissue sample we will be in a position to confirm
sudden flood of powerful light into his eyes blinding this when your ashes are shipped away for re-cyc
him for several painful seconds. He blinked rapidly, and intercepted.”
tears streaming down his cheeks. The muzzy
whiteness in front of him slowly cleared, and he was The details of the room were becoming clearer as
aware of a figure stood before him, hands clasped the man spoke, and Karastan saw a shining steel
behind its back. The figure stood just behind operating table with restraint straps and a complex
the floodlamp which was aimed at him, a mere arrangement of probes and instruments glinting
suggestion of an outline. The Warden. It had to be. above it. On the table next to it was a large cutting
He’d made himself about as irresistible a target device, of the sort used to rescue crash victims
as he could for the man’s illicit habit. One of the from their vehicles. Karastan strained against his
most notorious penitentiary governors in the GCPS, chains but to no avail. The man smiled as he came
Warden Rasulov was a man whose proclivities were closer.
well rumoured but impossible to prove. Until now.
“Now Agent. Your primary mission may have failed,
Once he was in, he could blow the whole operation
but don’t worry, I am here to give your life new
wide open, and they could finally start dismantling
purpose.”
the whole sorry empire that was Xtreme. He spat on
the floor for effect and jerked his chin at the figure. As the man loomed over him, the needle on the
injector dripping with whatever substance it was
“So? What do you want, pig?”
poised to deliver, the last detail he was sensible to
There was a sound from behind the floodlamp. Like was the name emblazoned on the tag clipped to the
a snort. The voice that followed it was neither as front of the lab coat, next to a picture of the man
deep nor as rough as he’d expected, and he did his himself.
best to mask his surprise as it spoke.
Kain. Z. Dr.

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Dreadball xtreme: Player manual

Dr� Zarathusa Kain


Various Corporations have been seeking a way to control the Plague and
make use of its obvious benefits as a weapon for decades. Some wish to
control the virus and use it as an offensive weapon to deploy against enemy
population centres, whereas others look to harness the additional strength
and agility that certain stages of the Plague grant to victims to create a new
generation of enhanced soldiers. It is the sort of research which only larger
and more successful Corporations specialising in the fields of chemical and
biological research and engineering can undertake, the level of subterfuge
required to keep prying Council eyes away being quite astronomical in and
of itself, before the costs of the actual research are even considered.

To date, only one man has been able to make significant progress in
understanding and adapting the properties of the Plague:

Zarathusa Kain, head of active research for Lu-Fan. Even before undertaking this particular line of research, Kain
was known as an unconventional and controversial figure, responsible for some terrible and brutal chemical and
biological weapons programmes. Thanks to his particular mindset and willingness to push barriers that others
would not, he began to unlock the mysteries of the Plague’s mutagenic power, but concluded that only with live
tests could he make proper progress. Rich and ruthless as they were, there was no way that the board of directors
of Lu Fan could acquire such subjects in any conventional manner. Kain therefore elected to pose as a rogue
scientist and took to the illegal DreadBall circuit, obtaining and experimenting on subjects from the fringes of
criminal society from all manner of species and running them against the deadliest teams available to test their
abilities. He may already have gathered enough data, but he doesn’t seem particularly keen to stop…

Groups: Weird Science, Vicious, Vat Brothers, DreadBall, +1 Rank.

Kraato Gon
When Gon of the Kraato kinhold came of age and undertook his
ak-dikat, he turned his mind to machines. His creations were
astounding. Their cobbled-together appearance concealed
their ingenious construction and advanced AI, and he saw them
as a potential method of freeing his people from the yoke of
the GCPS and re-establishing the Teraton people as a galactic
empire. Unfortunately, his work offended the elders of the
Teraton people, who are mostly concerned with preserving what
little remains of their culture after integration with the GCPS
and have no desire to risk it further by courting open conflict.

Exiled from his own kind, and without the physical capability or the taste for the life of a mercenary, Gon looked
to find a new purpose suited to his talents, capabilities and interests and it was not long before he discovered
DreadBall. Unable to gain entrance to the DGB game, having been effectively frozen out by the existing Teraton
teams from participating in any way, Gon was forced to dig deeper, and eventually hit the sedimentary layer
that is Xtreme. Here was a place that he could refine his talents, working on new and ever more lethal and
capable machines and testing them against all manner of opponents one on one in an arena that had no rules
and no restrictions. What started as a way of advancing his work for its own sake has become somewhat of an
enterprise for Gon, and now he sends teams of bespoke robots into the arena, each generation financing the
next. His prowess is unrivalled, and his machines are highly sought after on the Xtreme circuit by those who can
afford them, and rightly feared by those who cannot. Few who meet him outside the Xtreme circuit can guess at
the source of this quiet and mild Teraton’s fortunes, nor the particular bent of his unique talents.

Groups: Alien, Tech Guys, Mr Roboto, DreadBall, Machine Mind.

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Dreadball xtreme: Player manual
Rathmar Ul-iheq
Even amongst the shadowy characters who comprise the Xtreme circuit,
Rathmar Ul-iheq is a shady and mysterious character. Few have ever met him
in person, and those that do cannot be motivated by any threat or promise to
speak of it. It is rumoured that amongst his own kin, Ul-iheq is a member of
the highest possible caste – those who make the decisions which define the
very direction, scope and policy of the Star Realm itself. It is possible that Ul-
iheq himself spreads this rumour in order to enhance his reputation, though
the resources and power that he has at his disposal would certainly suggest
an individual of considerable influence and standing.

Ul-iheq has a reputation for brutality, something of an impressive achievement in the Xtreme arena. Those who
play for him risk as much as those who face his teams, given his fondness for placing all manner of elaborate and
intricate booby traps in any arena on which his team plays. Forge Father tech is well-known as being at a peak far
beyond that of other races, and his specially crafted traps tend to be even more well-crafted and deadly than those
normally found in Xtreme games. His network of agents and ‘scouts’ is extensive, ensuring that he himself never
needs to get his hands dirty. His considerable wealth means that those who play for him and survive are assured
of being well-compensated, though again, it is somewhat difficult to find any of these success stories to gauge
exactly how wealthy the experience left them. Possibly they have decided to live a quiet life with their winnings, or
maybe there is a more sinister explanation. Whatever the truth might be, the fear that Ul-iheq’s very name elicits
ensures that few turn down the ‘opportunity’ to play for him, regardless of the dangers.

Groups: Vicious, Forge Father, Greedy, Cunning, Big Picture.

Shojuun
Mysterious wanderer. Enigmatic warrior. Emissary for some
inscrutable alien or extra dimensional power, carrying out their
bloody deeds across the cosmos. All these and more are names and
identities ascribed to the individual known as the Shojuun. His story
was the stuff of spacefarer legend from early on in the expansion of
the GCPS, and now it seems that he has emerged, at least partially
from the shadows to become a DreadBall Xtreme sponsor. Quite why
an individual of such standing and apparent lethality would elect to
involve himself in a sport comprised of the very dregs of most civilised
societies is at this point unexplained, but the one thing which is certain
is that the Shojuun is very real and very dangerous.

Teams fielded by this sponsor tend to be exceedingly vicious, full of conniving and devious warriors and
tricksters who will stop at absolutely nothing to secure victory. Quite what it is about the Shojuun which inspires
such fanatical and furious loyalty is unclear, but whatever it is, it is effective. The Shojuun has one of the best
win/loss records in Xtreme, and seems one of the few sponsors genuinely interested in victory rather than
profit. Though his players are as likely as any other to kill any opponent who gets in their way, this rarely seems
to be their driving focus. Teams sponsored by the Shojuun play to win, scoring points and making use of co-
ordinated tactics across the field of play, preferring victories of technique to those of force. They leave just as
many casualties strewn across the pitch as any other team, but they score more strikes than average as well.

It isn’t clear how exactly the Shojuun acquires his players, but those who do play for him are never seen to play
for anyone else, either because they die on the pitch trying to win for him, or they live to serve him again.

Groups: Outcast, Psycho, Vicious, Cunning, Vat Brother.

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Dreadball xtreme: Player manual

Building Your Own


Sponsor
Once you’ve got a bit of experience under your belt, or even something from the Kings of War range.
you might want to have a go at creating your own DreadBall itself has a selection of crowd and other
Sponsor as well as your own team. This is simple. off-pitch figures you could consider. Sponsors come
in a wide variety of shapes and sizes, and an unusual
There are only three things you need to choose: model may spark ideas for an exciting background or
s A model to represent the Sponsor. combination of skills.

s A background history.
s A set of groups. Background
You want to be able to tell your friends and
These are all linked, and the order in which you opponents why your Sponsor is where he is, running
choose them is entirely up to you. Some people start teams of dubious characters in illegal games of
with a background, and then pick the groups and DreadBall. How does he know the groups he knows?
the model to reflect that. Others start with a model Did he grow up with them, serve in the military
they like and take groups that fit its appearance. alongside them, fight against them, spend years in
Only then do they come up with the story that links prison with them? Ask yourself how he knows each
them all together. There is no right or wrong order group and you’ll find the answers start to weave the
to do this in - you just need to sort out all three areas Sponsor’s background for you. Finally, if you haven’t
before you begin your league. christened your Sponsor already, give them a name.
Without that they can’t come alive.
Model
Mantic makes a series of Sponsor models for Rank
precisely this purpose and most people start by Your Sponsor will start at Rank 5, like other
looking at them. These are not the only option Sponsors do, unless you have chosen the +1 Rank
though. You could decide to delve deeper into the option(s) from the groups tables. If you have, then
Mantic ranges and see what else you can find. your Sponsor will start the league at Rank 6, 7, or 8
Perhaps you have a favourite model from the depending on how many +1 Rank options you took.
Deadzone range that would look great by the pitch,

Groups
Choose one option from each column.

Column Column Column Column Column

A b c d e
Cunning DreadBall Convict Vicious Greedy
Striker Psycho Guard Proud Hunter
Alien Rebel Vat Brothers Jack Pirate
Reluctant +1 Rank Asterian Insectoid Outcast
+1 Rank Worker Tech Guys +1 Rank Weird Science
Plant Big Picture Forge Father Mr Roboto Machine-mind

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Dreadball xtreme: Player manual
Example Sponsor –
Ardia Shi’lek
As an example, let’s take the Kickstarter Sponsor
model – Ardia. She already has a name and a little
bit of background, so let’s build on that.

Ardia works as a talent scout for several mainstream


DreadBall teams on a freelance basis. Though most
major teams have their own scouting staff dedicated
to combing every backwater and slum for up and
coming players in amateur leagues, few if any are
willing to brave the underworld of the Xtreme game
in their search for talent. Realising this, Ardia has
carved herself something of a niche, venturing into
this seedy underbelly of the Galaxy’s Greatest Sport
in the hopes of finding a hidden talent among the
carnage. It’s a dangerous job, to be sure, but for
every player she finds that moves into the arena
game she earns a hefty commission, and the benefit
is that the nature of Xtreme means that any player
who doesn’t make the grade is expendable anyway,
which makes everything that much cleaner. Like
everyone else in the world of DreadBall Xtreme,
Ardia is in it for the money.

Her first group really should be DreadBall from


column B. This is the group for people that are
true devotees of the sport. Striker from A, Guard
from C and Jack from D are a set that fits her
perfectly. These are the groups for players that
study their roles and seek to perfect their chosen
path; exactly the sort of thing the young hopefuls
she is looking for need to be doing. This leaves her
with a choice from column E to take. This is the
trickiest selection. In the end I think Machine-mind
is the most fitting for Ardia. This is the group for the
higher-functioning machines that can reason and
plan as well as perform pre-programmed tasks. If a
machine is going to make it in the arena, then this is
what they need to be.

So, Ardia has a set of groups, all focussed on finding


devoted players who seek to hone their game to
perfection: exactly what her background would
suggest. She didn’t take any +1 Rank options, so she
starts the league at Rank 5.

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Dreadball xtreme: Player manual

xtreme leagues
In a League, Sponsors select Extras as normal. A Like all other extras, this applies only for that match
Sponsor gets to choose 1 Extra from the list below and is not a permanent change. In reality he is using
for each point of Rank he has. As a Sponsor starts at his notoriety to gain some temporary influence and
Rank 5, this means that for a one-off game a team favour with a group he doesn’t normally deal with.
will have a choice of any combination of 5 from the This allows him to gain the benefits of discounted
list below: prices for that group for that single game. As neither
s 1 Coaching Dice. the spending of the Rank nor the group he gained by
spending it is permanent, the Sponsor can choose to
s 1 Special Move card. gain a different group for the next game, or just use
s 1 Nasty Surprise card. the ones he has normally and take extra dice and
cards as extras instead.
s 1 Wager (League only, maximum of 4).
A very high ranking Sponsor could acquire several
There is one addition to this list, and this relates to groups for a single match in this way, fielding a vastly
the new player hiring mechanism. different team to what his opponents might have
been expecting. By these means a cunning Sponsor
When a Sponsor is buying Extras, there is a new
can outfox his enemies and gain an advantage before
option: buy group. This costs 3 instead of the normal
the game even starts.
1.

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Dreadball xtreme: Player manual
IN THE LOCKER ROOM
The locker rooms of the Xtreme arenas are as basic and improvised as the arenas themselves and the
amenities often verge on the spartan. DBX players have to miss out on the entourage of personal masseurs,
marketing reps and well-groomed aides that accompanies famous players in the official league DreadBall
teams. Not that this really matters. The grim reality of the next few minutes will have finally dawned on
those who weren’t already keenly aware of the danger they were in. Whether it is with false humour or stony
silence, these players are thinking only of the game ahead.

PLAYERS
The motivations for an individual DBX player vary
wildly, but they are always long on grim details and Designer’s Note
short on happy endings. They come from across When I started writing this expansion I
Corporation space and sometimes beyond, finding intended to define all the various players in one
their unhappy way through the grimier levels of big list. This would underline the difference
Corporation society, into the bloody arenas where between the DreadBall and the DBX way of
they will make their fortune or meet their end. looking at things:
Some of the stranger individuals among the The focus being on individual sponsors and
varied ranks of these miscreants are known as players, not teams. However, when I came
the “wannabes”. These are so desperate in their to look at that list it seemed both very long
desire to be seen as one of the big league players and rather daunting. Although I found it easy
that they dress in famous uniforms and even ape enough to use, I could see many people being a
the mannerisms of the famous and talented. They bit put off by it. As the models themselves were
come in all levels of kit, from the clearly deranged going to be sold as team boxes, I decided in the
ones who look nothing like their deluded imaginings, end to go with an approach that will be more
to those who have made serious efforts to secure familiar to veteran DB Coaches, even though
quality equipment. This is surprisingly easy because it would be entirely alien to the DBX Sponsors
all teams make a great deal of cash from their and players themselves.
extensive merchandising, and anyone can buy good
facsimile uniforms for all the well-known teams. The On the following pages I have listed the bulk
trickier elements are the gloves and armour, which of DBX players as a series of teams. These
don’t always perform as well than the real thing, are the teams that the miniatures are sold as,
even if they look the part. and probably how many people will think of
them as a sort of mental shorthand
Occasionally even the Sponsors get infected by anyway. It is important to note that
the wannabe bug, fielding whole teams of these this organisation is for ease of
imposters so that it looks, from a distance, as if the use only and bears no relation
Trontek 29ers might have decided to slum it for an to how the players should
afternoon. They haven’t. Nor have any of the other be, or are allowed
main arena players who know that their highly to be, recruited
lucrative contracts would instantly evaporate if they by Sponsors and
dared set foot anywhere near a game of DBX. Still, it fielded in the
does seem to draw in the crowds, and at the end of game. Sponsors
the day that’s what it’s all about. build a team for
a match from
whichever
DreadBall veterans! players
Remember that Guards do not get an armour they
bonus for their role in games of DBX. choose.

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Dreadball xtreme: Player manual

Ada-Lorana
The Council of Seven prides itself as the ultimate is more likely that they will act in more subtle ways.
arbiter of justice in the GCPS, enforcing its edicts They might intercede in a conflict, lending advanced
and maintaining relative peace across the length weaponry or vital intelligence to one side or the
and breadth of the five spheres through both other, or they might snatch a prominent leader from
direct means such as the Enforcer Corps and the safety of his home and imprison him on a remote
more subtle methods such as control of trade via planetoid. Their motives are as abundant as their
the Corporations. However, beyond the fringes methods.
of Corporate space, another group has the self-
appointed responsibility of maintaining peace, justice The Ada-Lorana are known widely through the GCPS
and order: The Ada-Lorana. due to their participation in the DGB leagues since
they first made contact with the Sun Fe Corporation
Beings born of pure energy whose physical bodies and were officially recognised by the Council. But
are held together by thought alone, and who can use wherever trouble may be found, the Ada-Lorana
this to phase through solid matter; it is not possible will surely take an interest, and they have been a
to hide from their judgement. They are without presence in the ranks of the Xtreme game for some
apparent emotion, capable of observing evidence time. Whatever their ultimate agenda, they are
and pronouncing a verdict without bias or prejudice. rightly respected and feared as lethally effective
Their methods are infinitely variable; sometimes players without peer.
they will overtly make their presence known, but it

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ada-Lorana Guard 5 4+ 3+ 4+ 4+ Guard, Proud Ally


23mc 15mc 10mc Phaser
Ada-Lorana Jack 5 4+ 3+ 4+ 5+ Jack, Proud 18mc 12mc 8mc Phaser
Ada-Lorana Striker 5 4+ 3+ 4+ 5+ Proud, Striker 23mc 15mc 10mc Phaser

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Dreadball xtreme: Player manual
Asterians
Asterians
The Asterians who tread the neodurium in the DGB play DreadBall well enough that the masses are
are almost certainly not what they appear. The entertained, which is the main thing.
Asterian philosophy espouses the avoidance of
violence at all costs, to the extent that when they go Those that appear on the Xtreme circuit are no clearer
to war it is done remotely via artificial drones and in their provenance. Some whisper that they are the
combat chassis controlled by neural link. That a rejects from whatever procedures create the DGB
race which goes to this much effort to avoid physical ‘Asterians’, others that they are escaped prisoners
danger on the battlefield would field players in a with nowhere else to go, rejected by their own society.
game like DreadBall stretches credibility, but the Whatever the truth, they have a reputation as quick,
fans have never cared because the ‘Asterians’ put capable players with more than enough cunning and
on a good show. Whether they are a product of athleticism to offset their slight frames.
genetic cloning, surgically altered humans or simply
Asterian prisoners has never been clear, but they

Kalyshi
The Kalyshi are a sub-culture of the Asterian people, culture that thrives on violence and sensation, Kalyshi
who thrive on the sensation of visceral experience. often operate as pirates and raiders. Mixing with
Where the Asterians generally avoid conflict and other degenerates on the fringes of civilisation, it was
physical danger, the Kalyshi actively seek out and inevitable that they would be exposed to Xtreme, and
embrace it, trusting that the great universal balance more so that they would fall deeply in love with the
which is so crucial to the Asterian philosophy will game. The Kalyshi who play Xtreme are hardened
right itself regardless of what any mortals may do. corsairs and mercenaries, and play the game as much
for the potential financial rewards as for their love of
These qualities make DreadBall an attractive the visceral. These are not the semi-retired, peaceful
proposition to the Kalyshi, and indeed there are facsimiles of the DGB but the real deal – fast, lethal
several teams now who play in the official DGB and graceful.
leagues. However, the Kalyshi first discovered and
embraced DreadBall in its Xtreme form. Being a

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Asterian Guard 6 5+ 3+ 4+ 4+ Cunning, Vicious 15mc 10mc 7mc Poison Blade


Fragile, Poison
Asterian Jack 6 5+ 3+ 4+ 5+ Asterian, Cunning 15mc 10mc 7mc
Blade
Asterian Striker 6 5+ 3+ 4+ 5+ Cunning, Striker 20mc 13mc 8mc Fragile
Backstab,
Kalyshi Jack 6 5+ 3+ 4+ 5+ Asterian, Vicious 17mc 11mc 7mc
Shove
Kalyshi Striker 6 5+ 3+ 4+ 5+ Asterian, Big Picture 23mc 15mc 10mc Jump

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Dreadball xtreme: Player manual

Convicts
In an empire as widely spread out as the GCPS, there Convict teams for the most part are desperate men,
is never a shortage of wrongdoers, nor of places to put with no hope of a life outside prison walls. Just to make
them. Whole corporations exist purely on the contracts sure though, they are all fitted with explosive collars,
from the Council to build penitentiary facilities, first developed by the Quan-Tso Corporation as a viable
produce (mostly) non-lethal methods of capture and method for controlling large inmate populations when
incarceration and generally devise ways of making cell space became overcrowded. Most of the convicts
the lives of criminals more confined and infinitely who play in Xtreme are vicious career criminals who
less pleasant. It is an unavoidable side effect that would rather fight and die than run anyway, but the
many of those who work with such degenerates and collar makes sure of the fact. Sponsors who employ
outcasts are themselves of a certain brutal and corrupt convicts usually do so as so-called pitch fodder, used
disposition, especially when one considers the pay and to be thrown at the opposition to grind them down,
social status that accompany jobs in the penal system. with little hope of their survival. Life is cheap in the
DreadBall Xtreme might almost have been tailor made GCPS, and the life of a convict doubly so, measured in
for these people and their charges. handfuls of credits exchanged in shady deals.

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally
Explosive Collar,
Convict Guard 5 3+ 4+ 5+ 4+ Convict, Vicious 23mc 15mc 10mc Threatening

Explosive
Convict Jack 5 4+ 4+ 5+ 5+ Convict, Greedy 9mc 6mc 4mc
Collar
Explosive
Convict Striker 5 4+ 4+ 4+ 6+ Convict, Cunning 12mc 8mc 5mc
Collar

Crystallans
Crystallans are well-known in the DGB as stubbornly enough ply the DGB leagues. The smaller, more
independent, refusing to bow to the pressure for isolated bands operate in Xtreme, hoping that they
sponsorship from any corporation and funding their will manage to accumulate enough wealth to move
own entry to the Leagues. Remnants of a once vast onwards and upwards. The specific agenda of the
and mighty empire wiped out by a long war with Crystallan people as a whole is never really clear – all
the Star Realm, these bizarre life forms now exist that is certain is that they have a particular loathing
in small, isolated bands which wander the cosmos. of the Forge Fathers, which is all the more apparent
Those collectives which are large and wealthy when a Crystallan team faces a Forge Father one.

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Crystallan Guard Proud, Guard, Hates


4 3+ 5+ 4+ 4+ 18mc 12mc 8mc Harmonics
Forge Father

Crystallan Jack Proud, Alien, Hates


4 3+ 5+ 4+ 5+ 15mc 10mc 7mc Harmonics
Forge Father

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Dreadball xtreme: Player manual
Forge Fathers
Forge Fathers
The strength and tenacity of the race known as the Forge Father players on the Xtreme circuit tend
Forge Fathers are legendary, and their place in to be those who have failed to make an impact in
DreadBall was assured right from the first time a the Leagues, or have succumbed to injury or are in
team of these short, tough aliens first stepped onto desperate need of quick money to feed an expensive
the neodurium. Though the original deal was for habit. They are no less dangerous for this though,
Forge Father teams to play in the DGB leagues to and Forge Father players are highly sought after by
facilitate trade deals with the GCPS, they soon found sponsors who want a bit of impetus added to their
that they had a taste for the sport, and it has become attacking line. As the saying goes, the worst Forge
somewhat of an institution in Forge Father society as Father player is generally worth two of any other.
much as it has for humanity.

brokkrs
Brokkrs by nature are generally a little more free When it comes to Xtreme, Brokkrs see it as just
spirited than their more stoic brethren. Employed another method of working off excess tension and
by the Star Realm as roving merchants in search of getting paid into the bargain. More hot-tempered
new mining opportunities and generally left to their and prone to emotion than Forge Fathers, Brokkrs
own devices, they are often wont to get involved find that Xtreme provides them with an ideal outlet,
in activities that their cousins might find a little and many of the travelling outfits sent out by the
objectionable. It is common knowledge amongst a Star Realm to comb the galaxy on their behalf
certain section of GCPS society that Brokkrs often take advantage of their open remit to make some
turn up in areas where Containment Protocol has additional funds on the side engaging in the game.
been declared, using the circumstances to grab More cunning than their cousins, they are just as
valuable mineral deposits and scrap quickly and often valuable as players, and their services are always in
taking the opportunity of a quick scrap with whoever demand. It is a rare occasion indeed when a Brokkr is
gets in their way or indeed happens to be in the turned away by a coach, and usually down to inherent
vicinity. prejudice or a simple lack of funds.

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Forge Father Guard 4 3+ 5+ 4+ 4+ Forge Father, Vicious 20mc 13mc 8mc Steady
DreadBall,
Forge Father Jack 4 3+ 5+ 4+ 4+ 14mc 9mc 6mc
Forge Father
Forge Father Striker 4 3+ 5+ 4+ 5+ Forge Father, Striker 14mc 9mc 6mc
Brokkr Guard 4 3+ 5+ 4+ 4+ Forge Father, Guard 21mc 14mc 10mc Steady
Brokkr Jack 4 3+ 5+ 4+ 5+ Forge Father, Worker 14mc 9mc 6mc Steady
Grizzled,
Brokkr Striker 4 3+ 5+ 4+ 5+ Cunning, Forge Father 12mc 8mc 6mc
Steady

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Dreadball xtreme: Player manual

Hobgoblins
To say that Hobgoblins are unpopular would be attempts saw rejection and failure and they turned
something of an understatement. Even their cousin in desperation to the Xtreme circuit. Nowadays of
races the Orcs and Goblins are loathe to have much course, Hobgoblin teams are allowed in the leagues,
to do with them. This is generally attributed to their but that hasn’t diminished the numbers of them
insanely poor levels of personal hygiene – the average playing Xtreme – if anything it has actually seen an
Hobgoblin adult can be smelled long before they are influx of new Hobgoblin players to the underground
seen, and a bite from one can be lethal just due to game, eager to try and replicate the success of those
the sheer number and variety of harmful bacteria first pioneers who lit up the underground pitches and
and germs that their mouths harbour. They are also saw their kind finally accepted at the League table.
renowned for their sense of inventive cruelty, which DreadBall is the great leveller, and the Hobgoblins
does them no favours. reason, in their own ineffable way, that the more
widely accepted they are in the game the more widely
When Orcs and Goblins first joined the DGB leagues, accepted they will be in real life as well. It hasn’t
the Hobgoblins thought to follow, but their early worked yet, but that won’t stop them trying.

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Mighty,
Steady,
Hulk Guard 5 3+ 5+ 5+ 4+ Psycho, Vicious 30mc 20mc 13mc
Trail
Blazer
Hobgoblin Jack 5 4+ 4+ 5+ 5+ Greedy, Outcast 14mc 9mc 6mc Stench
Hobgoblin Striker 5 4+ 4+ 5+ 5+ Cunning, Outcast 17mc 11mc 8mc Stench

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Dreadball xtreme: Player manual
Humans
In many ways, humans are the perfect DreadBall Whether they are guests of the penal system,
players. It was of course a human who invented the mercenaries for hire, Rebel soldiers and commanders
sport in the first place, to be played by his human or simply men and women who are bored, humans
soldiers while they were between combat zones. It is dominate the illegal version of DreadBall as much as
a game whose rules, regulations and entire concept they do the legitimate one. While not excelling at any
was based around the dimensions, capabilities and particular area of the game, humans tend to be good
strengths of a human being, albeit a peak condition, enough at every area of the game that they can more
military trained one. Moreover, given the propensity than keep up with other races. And being the most
of humanity to adapt and survive wherever it casts its numerous race to play the game, they tend to be the
attentions, leading to the sprawling realm that is the cheapest players for a sponsor to use. Regardless of
GCPS it should come as no surprise that they have species, a savvy coach will do well to have as many
adapted to dominate the DreadBall universe as well. humans in reserve as possible, even if only to throw
Human teams are the largest percentage in the DGB on as pitch fodder in a losing game.
leagues, and it is much the same story in the Xtreme
game as well.

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Trontek Guard 5 4+ 4+ 4+ 4+ DreadBall, Guard 15mc 10mc 7mc


Trontek Jack 5 4+ 4+ 4+ 5+ DreadBall, Jack 12mc 8mc 6mc
Trontek Striker 5 4+ 4+ 4+ 5+ DreadBall, Striker 15mc 10mc 7mc
Void Siren Guard 5 4+ 4+ 4+ 4+ DreadBall, Vicious 15mc 10mc 7mc
Running
Void Siren Jack 5 4+ 4+ 4+ 5+ Cunning, DreadBall 14mc 9mc 6mc Interference
Void Siren Striker 5 4+ 4+ 4+ 5+ DreadBall, Striker 15mc 10mc 7mc

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Dreadball xtreme: Player manual

Judwan
Judwan are peaceful by nature – almost pathologically Given their lack of much status in the GCPS, with
so. One might consider the almost total erosion of most of them condemned to a wandering life, it is
their society and loss of their home thanks to the perhaps less surprising than it might initially appear
predations of the GCPS to be an indictment of their that these passive creatures should find themselves
peaceful and completely non-confrontational ways, in the Xtreme arenas. The truth is that the smaller
but the Judwan tread a different, more philosophical and poorer bands of Judwan refugees have limited
path, and seem to have some bigger universal choices, and their natural aptitude for the game
picture in mind. The ancient art of Mu’shen’wan, means that they are at least likely to earn a few
practiced by all Judwan from birth, puts them in credits by participating. They don’t try to take out the
complete harmony with their physicality, allowing opponents, preferring indeed if they don’t touch them
them to perfectly interact with their environment and at all, and they are one that rare breed of Xtreme
everything in it. This also makes them ideal DreadBall players who will actually focus on attempting to win
players. the game through points rather than attrition.

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Long Arms, Misdirect,


Judwan Striker 6 5+ 4+ 4+ 5+ Proud, Striker 23mc 15mc 10mc
Pacifist

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Dreadball xtreme: Player manual
Koris
Malevolent multi-limbed creatures from a nightmare with the cruel ‘humour’ of the Koris made for an
dimension outside reality, the only reason the Koris excellent spectacle, and their players were amongst
are not squarely at the top of the Council’s list of the most popular to be seen in underground games.
dangerous xenos races is that for all their terrifying
advancement, they show no signs of any conquering Sponsors who pay a Koris team have to hope that the
intent as a species. Indeed, they seem to take game they provide is entertaining enough that the
perverse pleasure in simply torturing small groups creatures won’t feel the need to seek diversion in
of individuals, ambushing unwary travellers and them instead, and even the bravest and most feared
teleporting them to their own dimension to play with sponsors will only seek to hire them if they have
at their sadistic whim. For many years, their portal particularly difficult opponents for them to face. It is
abilities meant that they were excluded from the DGB rare for Koris teams to face one another, as the fun of
leagues as having an unfair advantage. To the crowds dragging screaming individuals to their dark nether
who watched Xtreme though, teleportation combined realm is somewhat negated if the victim hails from it.

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Gotcha!,
Koris Guard 4 4+ 4+ 4+ 4+ Hunter, Vicious 18mc 12mc 8mc
Spinner
Portal,
Koris Jack 4 4+ 4+ 4+ 5+ Alien, Tech Guys 17mc 11mc 8mc
Spinner
Koris Striker 4 4+ 4+ 4+ 5+ Cunning, Tech Guys 17mc 11mc 8mc Spinner

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Dreadball xtreme: Player manual

Kovossian Mutants
The tales of the secret research facility on Kovoss and The Xtreme circuit, with its lack of rules and
what exactly goes on behind those reinforced walls regulations, is an ideal place for mutants to play. For
are many and lurid. General consensus has it that it the right sponsor with a strong stomach, mutants
is a site of bio weapon experimentation, the results of represent the perfect solution to almost any problem
which are various mutated individuals developed as a – whether you need faster players, players more
result of exposure to the Plague, other bio engineered likely to catch the ball or simply players big and tough
diseases or simply the mad whims of scientists who enough to steamroller through the opposition, you can
operate beyond all ethical limits. Whatever the truth, either search for naturally occurring perfection and
the name of the facility has become synonymous with hope you get lucky, or you can shortcut the process
mutants of all stripes, though particularly those seen and give nature a hand. Mutants are far from cheap,
in the company of Doctor Zarathusa Kain. but they are the perfect solution to many an Xtreme
problem.

The Wonders of Biology


It is perhaps not surprising that it was on the Xtreme Xtreme. For the right payment, a sponsor can pretty
circuit that the business of mutating players for much tailor a player or players to be able to play the
purpose was originally conceived and allowed to game however they want them to, and to excel in that
flourish. The scientists engaging in these activities method too. Strong stomachs are required though,
tended to be at the shadier edges of the ethical not just because of the ethical concerns but also the
spectrum as far as their profession was concerned, possibility of failure and the need to recycle whole or
and needed an environment in which they could part bodies during and after the process.
not only operate to make their modifications but
also test them out with no fear of consequence. The The process begins with a basic human template.
scientific community sneers at those scientists who This is the most easily grown and most easily
operated in this area in those early days much the manipulated. That is the reference point. This can
same way that the DGB sneers at Xtreme, but as with then be modified by adding different limbs, head or
the sport itself, those mainstream scientists owe legs depending on the intended role the player will
a lot of the breakthroughs in what the Council will take. Any parts that are not upgraded will remain
allow to the successes of those pioneers. outwardly human, though there may be internal
improvements as well. Whether the end result is still
Today, mutating for money is a big business in human or not is the matter of some debate.

Pick and mix


In game, a Sponsor can create the player(s) they the Mutants in the same way as every other player.
want by using the following system. Mutant groups are listed by player role, below.

Start by choosing the player role you want to create. Each part (head, arms, etc) may only be upgraded
Read through the options for that role and choose once. This includes Internal and Additional upgrades.
which you want to add to this player. The total cost of
that player is simply the costs of the upgrades plus When you upgrade a body part you should change the
their basic cost. That player’s stat line will be the player’s model accordingly. Internal upgrades do not
basic stat line listed for that role, modified by their require modelling.
upgrades.
The following upgrades are available. You cannot mix
Sponsors must compare their groups to those of options from different roles on the same player.

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Dreadball xtreme: Player manual
Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally
Kovossian
5 4+ 4+ 4+ 4+ Vat Brothers, Vicious 17mc 11mc 8mc
Guard

Cost

Stat/Ability
Upgraded
body part

Stranger
Upgrade

changes

Friend
type

Ally
Grogan Threatening 6mc 4mc 3mc
Head
Nameless Alert 2mc 1mc 1mc
Tentacle Gotcha! 6mc 4mc 3mc
Arm(s) Teraton 3+ Strength, Keeper 12mc 8mc 6mc
Z’zor Blade 3+ Strength 5mc 3mc 2mc
Enhanced Muscle
Grizzled 6mc 4mc 3mc
Density
Internal
Skeletal
Can’t Feel A Thing 5mc 3mc 2mc
Reinforcement

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Kovossian Jack 5 4+ 4+ 4+ 4+ DreadBall, Vat Brothers 11mc 7mc 5mc

Cost
Stat/Ability
Upgraded
body part

Stranger
Upgrade

changes

Friend
type

Ally

Head Compound Eyes 360 Vision 3mc 2mc 1mc


Arm(s) Z’zor Blade A Safe Pair Of Hands 3mc 2mc 1mc
Torso & Legs Yndij Move 6, Duck & Weave 8mc 5mc 3mc
Kraaw Wings Jump 3mc 2mc 1mc
Additional
Sphyr Tail Tail 3mc 2mc 1mc
Enhanced Twitch
Stretch 3mc 2mc 1mc
Internal Response
Accelerated Regen Quick Recovery 5mc 3mc 2mc

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Dreadball xtreme: Player manual

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally
Kovossian Vat Brothers, Weird
5 4+ 4+ 4+ 5+ 17mc 11mc 8mc
Striker Science

Cost

Stat/Ability
Upgraded
body part

Stranger
Upgrade

changes

Friend
type

Ally
Judwan Alert 2mc 1mc 1mc
Head
Asterian Dirty Tricks 6mc 4mc 3mc
Arm(s) Judwan Long Arms 6mc 4mc 3mc
Additional Veer-myn Tail Tail 3mc 2mc 1mc
Augmented Focus 3+ Skill 6mc 4mc 3mc
Internal
Accelerated Metabolism Move 6 5mc 3mc 2mc

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Dreadball xtreme: Player manual
Marauders
Given their build, disposition and great natural ability following rules. If DreadBall is a game that they are
to inflict violence, it was inevitable that Orcs would ideally suited for, Xtreme is the game that they were
come to play DreadBall. Whether the Orcs and Goblins born to play. Bands of Marauder mercenaries who are
who play in the Leagues are genuine examples of their between jobs, looking to make some additional cash
kind is a matter that occupies fans in debate to this or just bored will often hire themselves out on the
day, showcasing how little the average law abiding Xtreme circuit to play a few games, smash a few heads
citizen really understands about these professional in and generally relax the only way that they know
mercenaries who have turned soldiery into a well- how. Marauders are always welcomed by the Xtreme
paying profession. crowds, who never tire in seeing them demonstrate
their awesome capabilities. The Xtreme pitches are like
In Xtreme, the Marauders have a game in which they canvasses on which they can paint their masterpieces
don’t have to worry about limiting themselves and of pain. Often in the blood of their opponents.

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally
Marauder Guard 5 3+ 4+ 5+ 4+ Guard, Psycho 20mc 13mc 8mc
Marauder Jack 5 5+ 3+ 4+ 5+ Outcast, Worker 14mc 9mc 6mc

Martians
Nobody is quite sure where these dome-helmeted Whether these ‘Martians’ actually understand the
freaks came from, and it doesn’t help that they speak point of Xtreme is unclear. They rarely seem to take
the standard language only when it suits them. much interest in scoring, and even though the crowds
Carrying guns onto the pitch was seen as a bit much, have embraced the changes that they have brought,
even by the bloodthirsty masses who follow Xtreme, it is still not uncommon for them to disintegrate as
but after the first few hundred protestors had been many spectators as opposing players in any given
vaporized, the consensus was quickly reached that game. This gives games involving these creatures
objecting to the weapons in a sport with a high rate of an exciting frisson, in addition to that provided by
fatalities which had no real rules anyway was largely the random and often incredibly violent nature of
pointless, especially when those weapons may just as their arrival for games. Despite all of this, they have
easily end up being pointed at you. amassed devoted legions of fans, who will all sit
chanting the traditional ‘Ack Ack’ team cheer as they
watch them annihilate the opposition, often literally.

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Martian Guard 5 4+ 4+ 5+ 4+ Vicious, Weird Science, Alien 15mc 10mc 7mc Ray Gun
Martian Jack 5 4+ 4+ 5+ 5+ Vicious, Weird Science, Alien 12mc 8mc 6mc Ray Gun
Martian Striker 5 4+ 4+ 5+ 5+ Vicious, Weird Science, Alien 15mc 10mc 7mc Ray Gun

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Dreadball xtreme: Player manual

Mechanites
The biggest difference between DGB-sanctioned underground leagues. In the early days there was a
robots and their unlicensed equivalents mainly preference to at least attempt to make them look like
comes down to the motivations behind their creation. their fancier equivalents, but as the crowds cottoned
While professional robot teams are slick, crowd- on to the idea that illegal robots could be so much
pleasing droids with the ability to change shape more entertaining, this was cast aside in favour of
and enact any one of a huge number of Showboat making them as different as possible. It was at this
subroutines, the robots that are found participating point that the term “Mechanite” was first tossed
in the underground arenas tend to be a little more around, and it’s stuck ever since.
practical. Some are the result of group builds, others
are made by obsessive engineers and tinkerers, Sponsors who field Mechanites in their teams tend to
but they are almost all patchwork creations made do so both because of their crowd-pleasing potential,
from construction mechs, clearance drones or but also because of how easy it is to replace them.
outdated military hardware picked up at grey-market They are a perfect choice for less morally ambivalent
auctions. It’s wrong to assume that this makes them Sponsors, or those who would rather not go through
ineffective. In fact, unbound by the myriad rules the effort required to find new flesh-and-blood
and regulations that hold back their registered players after each game. It’s much easier, and
counterparts, their creators have the chance to be more ethical, to be able to crack open the hood and
a lot more creative when equipping them. Tesla strip out the damaged parts or just build a whole
projectors, demolitions gear, magnetised ball- replacement unit.
slings and even jet units are a common sight in the

Robots
Robots are in many ways the ideal Xtreme players. the possibilities of machine-based lethality on the
Durable, easily rebuilt after being dismantled and pitch to a whole other level. Though often functional
able to be tailored to any specific role on the pitch, – even ugly – in appearance, these glorious death
they represent a decent investment for any sponsor machines are never less than popular and games
with capital to spare. There are plenty of enthusiastic involving robots will often sell out quicker than other
engineers from amateur tinkerers to professional comparable games.
engineers and even ex corporate and military
designers willing to earn a few creds on the side Perhaps it is the certainty of carnage, the morbid
developing machines for less reputable individuals, fascination of watching a team that can literally be
especially when they don’t have to worry about rules, dismantled before their very eyes or simply the cool
regulations or any health and safety concerns. factor, but the crowds who follow Xtreme seem to
have taken Mechanite players very much to their
The robots of the DGB leagues may be far more hearts. As long as that continues, then those who
advanced and sophisticated in appearance and create these contraptions will remain busily engaged
aesthetic design, but those found in Xtreme take in work.

Nuts And Bolts


A Sponsor can create one or more different types of 3. Select 2 arms – one for each side as you might
robot player using the following steps. expect.
1. Decide on the role you want the robot to play in 4. Finally, if you choose, you may add as much
by selecting its Basic Coding. You will see that optional programming as you like, subject to
this will restrict some options later. the restrictions on player type that each one
2. Choose one option from each of: locomotion, comes with. These will help to individualise
chassis, and head – these will help to make each player further.
the player unique.

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Dreadball xtreme: Player manual
The cost of each player is worked out as you go along All robots have the following groups: Mr Roboto,
as follows: Tech Guys.
B If a new part adds or improves a stat or
A robot’s final stat line is made up of the stats and
ability then you must pay for it.
abilities listed in the separate parts. If the same
B If a new part does not add or improve a stat is listed for two different parts, keep the better
stat or ability then you get it for free. value. For example, if part A says Strength 3+ and
part B says Strength 4+ then use 3+. All other stats
By the time you have added the cost of the last and abilities attached to both parts are used. There
programming option you select you will have is no benefit for having the same ability twice.
calculated the total cost of the robot.
The model parts for the robot player can be
Note that these costs, like any other DBX player, vary assembled in the same order as you make the
depending on how many groups you have in common. choices, below. Of course, this gives a great
opportunity for you to get really creative with your
models.

Basic Coding
At the very core of a DreadBall robot is its role coding. This defines its physical build quality and parameters
as well as its tactical outlook and basic strategy software suite.

Cost
Stats/Ability

Stranger
Changes

Friend
Type

Role

Ally
Mechanites Guard Guard Guard role bonuses 6mc 4mc 3mc
Mechanites Jack Jack Jack role bonuses 3mc 2mc 1mc
Mechanites Striker Striker Striker role bonuses 6mc 4mc 3mc

Locomotion
A robot needs to be able to get about, and this is how they do it. Each option has advantages and
disadvantages, though many people choose them based more on looks than function.

Cost
Stats/Ability

Stranger
Changes

Friend
Type

Role

Ally

Quad wheels (A) Any Move 5, Speed 5+, Steady 6mc 4mc 3mc
Monowheel (B) Any Move 6, Speed 5+ 6mc 4mc 3mc
Quad legs (C) Any Move 4, Speed 5+, Steady 3mc 2mc 1mc
Bird legs (D) Jack or Striker Move 6, Speed 5+, Duck & Weave 9mc 6mc 4mc
Armoured legs (E) Jack or Guard Move 5, Speed 5+ 5mc 3mc 2mc

a B C D E

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Dreadball xtreme: Player manual

Chassis
The Chassis is where most of the mechanics and electronic control systems of a robot are housed, and it will
consequently tend to be the densest and most well protected part of the machine, regardless of role. Further
modifications are then made to tailor the robot to its position, making it fast, strong or agile enough to fulfil
its duties on the pitch.

Cost

Stats/Ability

Stranger
Changes

Friend
Type

Role

Ally
Chassis A Any Strength 4+ 3mc 2mc 1mc
Chassis B Jack or Striker Speed 4+, Strength 5+ 5mc 3mc 2mc
Chassis C Any Strength 5+ 2mc 1mc 1mc
Chassis D Jack or Guard Strength 4+, Can’t Feel A Thing 8mc 5mc 3mc

a b c d

Head
Speed of reaction and Skill is not so much a physical thing as a programming refinement, and this is
traditionally housed in the head. This may seem like a throwback to the humans who built it, but in fact it is a
practical decision. Shortening the distance that information needs to travel between sensors and processing
has two main advantages. Firstly, it cuts down the chance of damage interfering with the information flow as
there is less cabling to interrupt. Secondly, a shorter physical distance to travel means less wiring to travel
through, and this can reduce the response time by milliseconds. Sometimes milliseconds count.

Cost
Stats/Ability

Stranger
Changes

Friend
Type

Role

Ally

Cranehead (A) Jack or Guard Skill 5+, Gotcha! 8mc 5mc 3mc
Quadeye (B) Any Skill 4+, Speed 4+ 6mc 4mc 3mc
Radar (C) Jack or Striker Skill 3+, Fragile 8mc 5mc 3mc
Slim (D) Any Skill 4+ 3mc 2mc 1mc
Tank (E) Jack or Guard Skill 5+ 2mc 1mc 1mc

a B c d e

34
Dreadball xtreme: Player manual
Arms
The type of manipulator arms a robot is equipped with are determined primarily by its intended role. There’s
no need to give it fine motor functions if all it needs to do is smash through walls!

Choose two from the following list. A Jack must take at least one of the arms marked with an asterisk.

Cost

Stats/Ability

Stranger
Changes

Friend
Type

Role

Ally
Wrecking Ball (A) Jack or Guard Strength 3+ 8mc 5mc 3mc
Air Cannon (B) Jack or Guard Shove 3mc 2mc 1mc
Grab (C) Jack or Striker Gotcha! 8mc 5mc 3mc
Hammer (D) Jack or Guard Pile Driver 5mc 3mc 2mc
Ram (E) Jack or Guard Strength 4+, Shove 8mc 5mc 3mc
Hand* (F) Any Skill 4+ 3mc 2mc 1mc
Tesla Launcher* (G) Jack or Striker Long Arms 6mc 4mc 3mc
Claw* (H) Any Skill 4+ 3mc 2mc 1mc
Glove* (I) Jack or Striker A Safe Pair of Hands 5mc 3mc 2mc

Note that Long Arms is allowed to robots with Launchers even though the ability is normally restricted to
Judwan players.

a B C D E F G H I

Programming
Once a robot has been assembled, its performance can be slightly tweaked by adding new software to alter
the way it uses that body. This ranges from different ways to allocate and use its available power to upgraded
awareness of opposing player’s likely trajectories.

Cost
Stats/Ability

Stranger
Changes

Friend
Type

Role

Ally

Damage Control Any Grizzled 6mc 4mc 3mc


Tactics Upgrade Jack Run Interference 3mc 2mc 1mc
Situational
Jack or Striker Alert 2mc 1mc 1mc
Awareness
Motion Focus Any Stretch 3mc 2mc 1mc

Robot Armour
This is always 4+.

35
Dreadball xtreme: Player manual

nameless
The Nameless acquired their moniker and their find themselves in demand for their extraordinary
reputation for mystery from the simple fact that skills on the ball as well as their prodigious strength
nobody can understand a word that they say. Indeed, and ability to hospitalize anyone who gets in their
it is necessarily speculation that the different way. Best of all, though they tend to be good at the
shapes and sizes of those classified as Nameless sort of focused violence which entertains the average
are even the same species, the series of shrieks, DBX crowd, they rarely fatally injure other players,
clicks and whistles in which they communicate being and so they are very popular as opponents to face
unintelligible to other races. However, what has amongst coaches with less resources as well as of
become clear, through painstaking partial translation course the players themselves. In fact, there are very
and more simple observation, is that the Nameless few downsides to the participation of the Nameless
love DreadBall. in Xtreme, and this is perhaps why their participation
in the underground version of DreadBall outstrips
There are several Nameless teams in the DGB their participation in the DGB leagues by some
leagues, and they have somewhat of a dedicated cult considerable margin.
following amongst the fans. In Xtreme, the Nameless

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Nameless
4 4+ 4+ 5+ 4+ Alien, Cunning 14mc 9mc 6mc Gotcha!
Guard (Sticky)
Nameless Can’t Feel A Thing,
5 3+ 5+ 4+ 4+ Alien, Vicious 23mc 15mc 10mc
Guard (Hard) Steady
Nameless
6 4+ 4+ 4+ 5+ Alien, Striker 20mc 13mc 8mc A Safe Pair of Hands
Striker

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Dreadball xtreme: Player manual
Rebels
The Rebellion is not the coherent organisation that aimed at undermining the DGB and by extension the
some may think. Spanning the galaxy and including Council themselves. The different species found in
members from many different species, all with their the Rebellion mean that teams can be tailored to
own beliefs, cultures and agendas, it is more of a have strengths which match their opponents, and
catch all label for those disaffected with the status from the perspective of the crowds variety on the
quo than a serious organisation. It is therefore no pitch is always welcome. It is rare for the Rebs in DBX
surprise that despite the apparent admittance of to do much in the way of promoting their ideology –
Rebel teams into the DGB leagues, there are still they prefer to let their play do the talking for them,
many active Reb players in the Xtreme game. and it is an interesting but little-acknowledged fact
that recruitment to the Reb cause seems to rise
The attraction of Xtreme to Rebs is obvious – not only significantly more in relation to Xtreme than to the
does it represent an ideal opportunity to make money Reb teams in the DGB.
to further their cause, but it is also a counter culture,

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Rebs Rin Guard 5 4+ 4+ 5+ 4+ Rebel, Vicious 18mc 12mc 8mc Pummel


Rebs Gaelian Jack 7 4+ 4+ 4+ 5+ Outcast, Rebel 20mc 13mc 9mc Charge!
Safe Pair of
Rebs Sorak Jack 5 4+ 3+ 4+ 5+ Alien, Rebel 15mc 10mc 7mc
Hands (Feet)
Rebs Ralarat Jump, Slippery
6 5+ 4+ 3+ 5+ Cunning, Rebel 23mc 15mc 10mc
Striker Customer

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Dreadball xtreme: Player manual

robots
In the DGB leagues, mechanised teams have been a fixture become an Xtreme sponsor by playing by being a pushover.
for some time. The military grade chassis and state of the There are even suggestions that a few corporate teams,
art AI subroutines of these constructs have proven a great such as the shady Xan-Huq Pistons, are in the business
crowd pleaser, and despite some initial reservations on of supplying their machines to the highest bidders on the
the part of the governing body, these mechanised team black market.
are now an embedded part of DreadBall culture. While the
majority of robots playing in Xtreme are the results of the However they are sourced, machines acquired for Xtreme
tinkering of various questionable geniuses in scrap yards, it much the same as their league counterparts, with the
is not unheard of for some of these more elite machines to same dazzling speed and the capability to switch from one
be found in the underground game. Sponsors with enough role to another in a simple twist of mechanics. Maintaining
money or influence can always find someone to ‘acquire’ them is a specialised occupation – in Xtreme, even military
some robots for them from a league team or even direct grade machinery can get damaged beyond normal repair
from the manufacturer. Others will simply go direct to – so whole teams of them tend to be the preserve of the
source and obtain them themselves – after all, you don’t scariest and richest sponsors on the circuit.

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Quick Change
Robot Guard 5 3+ 5+ 4+ 4+ - - -
Artist
Mr Roboto, Quick Change
Robot Jack 6 4+ 4+ 4+ 4+ 21mc 14mc 9mc
Tech Guys Artist
Quick Change
Robot Striker 5 5+ 3+ 4+ 5+ - - -
Artist

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Dreadball xtreme: Player manual
Sphyr
With their homeworld devastated by corporate greed Sphyr players are not especially gifted in any one area
and their people much diminished, the majority of the of the game, but neither are they particularly deficient
Sphyr race fled from the GCPS in small groups to hide in any part either. They are in fact closest to humans
in the darkest corners possible as they decided what in their ability to cover most aspects competently, and
to do next. Unsurprisingly, revenge against those who are therefore valued players on the Xtreme circuit. For
had caused their fall was high on their agenda, and their part, Sphyr players don’t much care who they
this required money, resources and infrastructure. play for as long as they get paid, and most sponsors
Some chose to acquire this by acting as mercenaries are happy to comply with their request that half of
or even by joining the DGB leagues in order to start their pay gets donated to their particular group if
bringing the whole system down from within. Far they themselves get killed, especially as the group
more decided that they would rather die than take itself will deal with disposal of the body, an often
money from any corporate source, regardless of the overlooked and expensive part of the process.
ultimate aim, and sank themselves into the seedy
underbelly of the Xtreme game.

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally
Sphyr Guard 6 4+ 4+ 4+ 4+ DreadBall, Hunter 18mc 12mc 8mc Tail
Sphyr Jack 6 4+ 4+ 4+ 5+ DreadBall, Proud 14mc 9mc 6mc Tail
Sphyr Striker 6 4+ 4+ 4+ 5+ Alien, DreadBall 18mc 12mc 8mc Tail

Teratons
The Teraton Empire is a sterling example of what However, there are some Teratons who are neither
happens to races too naïve to understand the idealistic enough to join their elders, nor passionate
mechanisms of the GCPS. Welcoming the humans enough to fight on the front lines of the war with the
with open arms, it wasn’t until their society was GCPS. These individuals find themselves in all sorts
falling in tatters around them that they realised their of situations, from bodyguards to DreadBall players. A
mistake. Most of the Elders accepted that fate had few find themselves on the Xtreme circuit, where they
dealt them this hand, and resolved to live out their are able to earn money that doesn’t have the stink
lives peacefully as best they could within the new of the corporations on it, and avoid the disapproving
order in which they found themselves. Some of the looks and words of their elders. Teratons are naturally
younger Teratons however were a bit angrier, and talented at DreadBall, being large, powerful and able
many of these joined the Rebellion to fight against the to teleport. They are popular if expensive players,
empire which had cost them so much. and a coach with the credits to spare will do well to
secure the services of one or more of these enormous
creatures.

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Teraton Guard 5 3+ 5+ 4+ 4+ Alien, Vicious 23mc 15mc 10mc Teleport


Teraton Jack 5 3+ 5+ 4+ 4+ Alien, Proud 15mc 10mc 7mc Teleport

39
Dreadball xtreme: Player manual

Tsudochan
The criminal underworld that thrives around a game being able to manipulate objects around them. This
like Xtreme may seem like an odd place for a bunch of is a good trick in the DGB but a priceless tactical
wandering monks to be spreading the good word, but advantage in Xtreme games, where the objects that
if there is one thing that the Tsudochan have come to you may be heading for or which might be heading
believe over the centuries it is that there is no corner for you have a greater chance of being lethal in
of the cosmos where the light of enlightenment the underground game. The ability to push these
doesn’t need to be shone. Besides, where better to dangerous objects as well as other players away from
start people on the path to spiritual oneness than your teammates is one that is incredibly valuable,
from the very bottom of where they might begin? and it is for this reason that even the worst and most
lost of criminal sponsors will endure the endless
It helps as well that there is a great deal of money to preaching of a Tsudochan in order to secure their
be made in the Xtreme game if one is good enough, services.
and the Tsudochan have the natural advantage of

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Tsudochan Jack 5 5+ 4+ 4+ 5+ Alien, Weird Science 15mc 10mc 7mc Push

40
41
Dreadball xtreme: Player manual
Dreadball xtreme: Player manual

Veer-myn
When the Veer-Myn first appeared in the DGB leagues, playing. They were cheap, vicious and numerous,
theories abounded about their actual provenance. making them ideal pitch fodder for sponsors of limited
From vat-grown experiments to surgically altered means or who just weren’t looking to spend much.
humans, the conspiracy theories were only dampened For their part, Veer-Myn players are quite taken with
by the rise of the Veer-Myn teams, which eclipsed all the Xtreme game – for starters, their own kind are
other concerns. Though not naturally gifted players, equally welcome to observe amongst the crowds, and
having terrible depth perception and lacking in the strangely democratic nature of the game means
physical strength, they are persistent, and it is this that they are far more equal in Xtreme than they ever
quality which allowed them to produce several very could be in the DGB. As one pithy observer once put it,
successful teams in the leagues. Xtreme is the perfect kind of gutter for these rats to
run in.
On the Xtreme circuit, nobody ever cared where the
Veer-Myn came from or what their reasons were for

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally
Veer-myn Guard 6 4+ 3+ 5+ 4+ Outcast, Vicious 18mc 12mc 8mc
Veer-myn Striker 6 4+ 3+ 5+ 5+ Outcast, Striker 17mc 11mc 8mc

ZEEs
When Zees hit the neodurium, the fans thought it was whatever they were told. Also, thanks to the minute
a joke. These tiny, genetically engineered monkeys stature and natural agility, they were very adept
started out as novelty half time entertainment and at avoiding all of the regular sized players on the
even when they progressed to actually forming teams, pitch and at picking their way around the obstacles
not much changed. Anarchic, almost impossible to and booby traps which inevitably litter any Xtreme
control to any reasonable degree and full of a very play area. They are also cheap, which helps. It is not
malevolent sort of mischief, Zee teams are often unheard of for whole teams of Zees to play Xtreme,
viewed by DGB officials and professional coaches as though ‘compete’ is generally too strong a word for
being far more trouble than they are worth. what they do. That said, their own unique brand of
anarchy can be an entertaining diversion in and of
In Xtreme, they can have their uses. It was noticed itself, and so while Zee teams are rare, when they
that once you had one Zee on its own, they were appear they tend to be popular.
less prone to the manic capering and disregard of

Cost
Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Ally

Pirate, Cunning, Weird Runaround, Duck &


Zee Jack 5 5+ 3+ 5+ 5+ 11mc 7mc 5mc
Science Weave

42
Dreadball xtreme: Player manual
Z’zor
In the early days of DreadBall, the Z’zor were one of On the underground circuit, where the enforced
the more peculiar species to grace the Neodurium, prejudices of the Council and the GCPS are far less
and it is testament to just how bizarre these important, the Z’zor are just another species to play
insectoid creatures are that even in the wake of extra ball with. Their Guards are often sought after by
dimensional portal jumping nightmares and supra sponsors who want a good bit of stopping power in
galactic peacekeepers emerging into the game, their lineup, but their Jacks and Strikers are equally
they still hold a fascination with the fan base. Z’zor, good if you have the stomach and the credits. What
unlike most alien races encountered by the GCPS are the Z’zor get out of it is unclear – nobody ever really
just very definitely other, and their games have an knows what it is that they spend their money on or
undeniable car crash appeal. even what it is that they enjoy outside of playing
DreadBall. Not that it really matters. They put on
a good show, and that’s sufficient for any self-
respecting Xtreme fan or sponsor.

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill

Z’zor Guard 5 3+ 4+ 5+ 4+ Insectoid, Vicious Ally


26mc 17mc 12mc
Can’t Feel a
Thing, Steady
Z’zor Jack 5 4+ 4+ 4+ 5+ Insectoid, Worker 14mc 9mc 6mc Can’t Feel a Thing
Z’zor Striker 6 4+ 4+ 5+ 5+ Cunning, Insectoid 17mc 11mc 8mc Can’t Feel a Thing

Other Players
There are many other species and types of DreadBall who shape Xtreme in the form of the sponsors, rather
player who find their way into Xtreme. Some are than the player or indeed teams themselves. There
indentured, others run out of options elsewhere and are no franchises here beyond the reputation of the
some simply prefer the freer style of the game and individual sponsor, and a list of casualties to rival
the lack of sponsorship obligations and interviews. most wars or viral outbreaks isn’t the hindrance here
Whatever the reason, any type of player likely to that it might be in the leagues. No player comes to the
be found in the DGB will almost certainly be found Xtreme circuit for a long career or fame and fortune.
somewhere in Xtreme for the right price. They are all puppets, dancing to the tune of whichever
sponsor is willing to pay for their services, and hoping
The only thing that unites all of these disparate that they will survive long enough to spend it and start
players, from the Jetari drones to the Pusk the whole process all over again.
Rampagers, is a usefulness somewhere in the theatre
of carnage that is Xtreme. How far that usefulness For the full rules for GIANTS, see page 52.
will get them is not necessarily up to them or even
to their talent - unlike the DGB, it is the individuals

43
Dreadball xtreme: Player manual

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill
Role

Ally
Can’t Feel
Avaran
J 3 3+ 5+ 4+ 4+ Hunter, Plant 14mc 9mc 6mc a Thing,
Treebeast Tongue
Can’t Feel
Jetari GL14 DreadBall, Guard,
G 4 3+ 4+ 5+ 3+ 24mc 16mc 11mc a Thing,
“Brawler” Mr Roboto Grizzled
360 Vision, A
Jetari SL22 DreadBall, Mr Roboto,
S 5 5+ 4+ 3+ 4+ 21mc 14mc 9mc Safe Pair of
“Thrower” Striker Hands
Poison
Nameless
J 6 4+ 3+ 5+ 4+ Alien, Insectoid, Vicious 18mc 12mc 8mc Blade,
Bloodsucker Steady
Ram,
Pusk Rampager G 4 4+ 4+ 6+ 4+ Hunter, Psycho 18mc 12mc 8mc Resilient
Can’t Feel
Vlorox
S 4 3+ 5+ 4+ 4+ Alien, Reluctant 17mc 11mc 7mc a Thing,
Spinpede Rolling
Backflip,
Duck &
Yndij Reaver S 6 4+ 3+ 4+ 5+ Alien, Rebel, Striker 24mc 16mc 11mc Weave,
Jump
Duck &
Zee Buccaneer J 5 5+ 3+ 5+ 5+ Cunning, Pirate 11mc 7mc 5mc Weave,
Runaround

Alien, Hunter, Show Off,


Alpha Simian
J 5 4+ 3+ 4+ 5+ Reluctant, Hates 45mc 30mc 20mc Stretch,
(GIANT) Threatening
DreadBall
Comin’
Barricade Mr Roboto, Tech Guys, Through!,
G 6 4+ 3+ 5+ 4+ 41mc 27mc 18mc
(GIANT) Vicious Threatening,
Stretch
Can’t Feel
Big Mech Mr Roboto, Reluctant, a Thing,
J 5 3+ 4+ 4+ 4+ 44mc 29mc 19mc
(GIANT) Weird Science Show Off,
Threatening
Mind
Alien, Outcast,
Chovar (GIANT) J 6 5+ 5+ 4+ 5+ 35mc 23mc 15mc Control,
Reluctant Steady
Iron Ancestor Can’t Feel A
K 6 5+ 5+ 4+ 5+ Forge Father, Vicious 48mc 32mc 21mc Thing
(GIANT)
Steady,
Krastavor
J 6 4+ 3+ 4+ 4+ Insectoid, Mr Roboto 41mc 27mc 18mc Threatening,
(GIANT) Stretch

Nameless Gotcha!,
G 5 4+ 3+ 5+ 4+ Hunter, Outcast, Alien 48mc 32mc 21mc Threatening
Spawn (GIANT)
Sann-gar Cunning, Hunter,
K 5 3+ 4+ 5+ 4+ 44mc 29mc 19mc Threatening
(GIANT) Outcast

44
Dreadball xtreme: Player manual
The Old, Familiar Faces
Even if it wasn’t in their contracts, the global rules are in place, all the signature moves honed to an art.
from the DGB about a player’s conduct prohibit them Could they be robots, clones, time-shifted simulacra?
from taking part in games of DreadBall Xtreme. Many theories have been proposed, each more
Absolutely. Entirely. Without exception. So, when unlikely than the last. And still, despite the DGB’s
Lucky Logan or Mee-Kel turn up in a dodgy match in repeated warnings of lifetime bans, they keep coming.
the wrong part of town, they’ve got to be imposters,
right? Of course they are. At least, that’s the line their And, if these really were the originals, what then?
publicist will inevitably take. Why would they risk so much? Are they so jaded they
need the visceral thrill of real danger, the possibility
The fact is that DreadBall Xtreme teams have seen of exposure, or simply the challenge of untamed
all manner of instantly recognisable players in their and unpredictable opponents? Whoever knows isn’t
ranks, and while their PR machines strenuously deny telling.
any involvement, the fans aren’t so sure. Maybe it
was the wink Logan gave at his DNN interview on the Whatever the reason, the fans love it!
topic of Xtreme, perhaps it is simply the quality of the
kit the “imposters” wear, or their undoubted skills. Note: Each of these players is unique and may only be
Certainly if they are fakes then they have studied the taken once. However, it is possible that an opponent
originals very closely indeed: all the mannerisms could have the same MVP in their team.

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill
Role

Ally
Grizzled,
Anne-Marie
G/S 5 3+ 4+ 5+ 4+ Striker, Worker 21mc 14mc 9mc Prima
Helder Donna*

Asylum G 6 4+ 3+ 5+ 4+ Convict, Vicious 21mc 14mc 9mc Backstab


Duck &
Weave,
A’Teo Adysi S 6 4+ 3+ 4+ 5+ Proud, Hunter 27mc 18mc 12mc Backflip,
Jump, 360
Vision
‘Brickbat’ Lucky,
G 5 3+ 4+ 5+ 4+ Pirate, Convict 23mc 15mc 10mc Steady
Vognar
Brute Force G 5 3+ 4+ 5+ 4+ Mr Roboto, Rebel 18mc 12mc 8mc Trail Blazer
Grizzled,
Buzzcut G 6 2+ 4+ 5+ 4+ Vicious, Psycho 26mc 17mc 11mc Can’t Feel a
Thing
Harmonics,
Crypt G 4 2+ 4+ 5+ 4+ Vicious, Proud 21mc 14mc 9mc Steady
Grizzled,
Dead Man Vat Brothers, Weird
G 5 3+ 5+ 6+ 4+ 18mc 12mc 8mc Can’t Feel A
Davitz Science Thing
Teleport,
Dozer (GIANT) G 4 3+ 5+ 4+ 4+ Vicious, Hates Striker 44mc 29mc 19mc Threatening
Can’t Feel a
Thing, Quick
Recovery,
Drake G 5 3+ 4+ 5+ 4+ DreadBall, Tech Guys 27mc 18mc 12mc Really
Lucky,
Steady
Jump,
The Enforcer G 7 3+ 3+ 4+ 4+ Vicious, Guard 23mc 15mc 10mc Backflip

45
Dreadball xtreme: Player manual

Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill
Role

Ally
Steady,
Driller,
Forge Father, Worker,
The Excavator G 4 3+ 5+ 6+ 4+ 21mc 14mc 9mc Grizzled,
Hates Asterian Can’t Feel A
Thing

Machine-mind, Tech Lucky,


Firewall K 5 3+ 5+ 4+ 3+ 23mc 15mc 10mc
Guys Steady

360 Vision,
Stubborn,
Galdo J 6 5+ 4+ 4+ 4+ Rebel, Weird Science 14mc 9mc 6mc Quick
Recovery
Gorim Grizzled,
S 5 3+ 4+ 4+ 5+ Forge Father, Worker 18mc 12mc 8mc Steady
Ironstone
Pile-Driver,
Grak G 5 3+ 4+ 6+ 4+ Psycho, Guard 23mc 15mc 10mc Uncontrolled

A Safe Pair
of Hands,
Hector Weiss J 4 4+ 4+ 3+ 4+ DreadBall, Jack 21mc 14mc 9mc Grizzled,
Running
Interference
Alert,
Steady,
Irsala J 5 4+ 3+ 4+ 4+ Alien, Cunning 18mc 12mc 8mc Toxic,
Gotcha!

John Doe G 4 3+ 4+ 5+ 4+ Alien, Guard 18mc 12mc 8mc Gotcha!

Jonathan ‘Gabe’
J 5 3+ 4+ 4+ 4+ DreadBall, Cunning 18mc 12mc 8mc Show Off
Gabriel
Kailasa G 6 4+ 3+ 4+ 4+ Asterian, Big Picture 18mc 12mc 8mc Backstab
Spinner,
Portal
Master,
Kryphos J 5 4+ 3+ 3+ 4+ Alien, Jack 35mc 23mc 15mc Crowd
Puller,
Gotcha!

‘Lucky’ Logan J 6 4+ 3+ 3+ 4+ Jack, Cunning 18mc 12mc 8mc Really Lucky


Can’t Feel a
Ludwig J 6 4+ 3+ 4+ 4+ Insectoid, Alien 23mc 15mc 10mc Thing, Jump
Stretch,
Lyra the Fixer J 6 4+ 3+ 5+ 4+ Convict, Cunning 17mc 11mc 7mc Jump,
Backstab
Pacifist,
Long Arms,
Mee-Kel Outcast, Big Picture, Misdirect,
S 6 5+ 3+ 3+ 5+ 27mc 18mc 12mc
Judwan Proud 360 Vision,
Can’t Feel a
Thing

Asterian, Vicious, Hates Stretch,


Mellisandra J 5 4+ 3+ 4+ 4+ 26mc 17mc 11mc
Proud Poison Blade

Push,
M’zei Kein G 5 4+ 4+ 5+ 4+ Vicious, Cunning 21mc 14mc 9mc Grizzled, 360
Vision

Hates Asterian, Proud,


Nightshade S 6 4+ 3+ 4+ 5+ 18mc 12mc 8mc Poison Blade
Psycho
Mind Like
Number 88 J 8 4+ 2+ 4+ 4+ Vat Brothers, Outcast 18mc 12mc 8mc Water, Jump

46
Dreadball xtreme: Player manual
Cost

Stranger
Strength

Armour

Groups

Friend
Speed

Notes
Move

Skill
Role

Ally
Phantasm J 6 3+ 3+ 4+ 4+ Big Picture, Outcast 26mc 17mc 11mc Phaser
A Safe Pair
Asterian, Striker, Hates of Hands,
The Praetorian S 6 4+ 4+ 3+ 5+ 26mc 17mc 11mc
Mr Roboto Can’t Feel a
Thing
Can’t Feel a
Reek Rolat G 5 3+ 3+ 6+ 4+ Hunter, Psycho 21mc 14mc 9mc Thing
Jump, Show
Rico Van Dien S 6 4+ 4+ 3+ 5+ Greedy, DreadBall 27mc 18mc 12mc Off

Riller J 5 4+ 3+ 4+ 4+ Weird Science, Cunning 23mc 15mc 10mc Show Off


Fan
Favourite,
Schnörkel G 4 4+ 4+ 5+ 4+ Proud, Alien 9mc 6mc 4mc Klutz,
Steady, Can’t
Feel A Thing
A Safe Pair
Slippery Joe S 5 5+ 3+ 4+ 5+ Cunning, Striker 17mc 11mc 7mc of Hands,
Jump
Grizzled,
Even The
Thunder Chris J 6 3+ 3+ 4+ 4+ DreadBall, Jack 27mc 18mc 12mc Odds, 360
Vision,
Threatening

Tycho Brahe J 6 4+ 3+ 4+ 4+ DreadBall, Psycho 18mc 12mc 8mc Threatening


Grizzled,
Duck &
The Veteran J 5 4+ 3+ 4+ 5+ DreadBall, Jack 27mc 18mc 12mc Weave,
Quick
Recovery

Asterian, Jack, Big Even the


Wildcard J 6 4+ 3+ 4+ 4+ 21mc 14mc 9mc
Picture Odds

Machine-mind, Striker,
Duck &
Wyn Greth’zki S 5 5+ 4+ 3+ 5+ DreadBall, Hates Tech 26mc 17mc 11mc Weave, Alert
Guys
Steady,
Can’t Feel a
Yurik Yurikson G 4 3+ 5+ 4+ 4+ Forge Father, Guard 26mc 17mc 11mc Thing, Quick
Recovery,
360 Vision

47
Dreadball xtreme: Player manual

48
Dreadball xtreme: Player manual
Appendix
Additional Rules & Reference

49
Dreadball xtreme: Player manual

New Rules – Fans in DBX


For outsiders, it is hard to convey the all-consuming Exactly how a player decides to deal with this over-
enthusiasm that a devotee of the Xtreme game has enthusiastic follower depends on a number of things.
for his chosen sport. They are beyond fanatical in their See the choices below. However, regardless of what
devotion to the game, and go to enormous lengths to get the player does, any interaction with one of the Fans is
to matches run by their favourite Sponsors. likely to get a reaction from the crowd. Sometimes this
is determined by a Fan check, other times by a Crowd
If you have some DreadBall fan models then you can check (explained below).
involve as many as you like in your DreadBall Xtreme
games. If a player starts his action adjacent, or moves adjacent
to a Fan they may choose one of 3 different ways to deal

Placing Fans with them:


s Slam them out of the way! The player makes a
When a player earns a Fan Check, they may choose to Slam against the Fan. The Fan rolls a 2 dice 5+
place one or two Fan models on the pitch instead of taking Dodge to avoid the Slam. If the Fan is knocked
a card. A Fan may be placed in any hex that is both within down then they are removed from the pitch and
2 hexes of the edge of the board, and not adjacent to any the player makes a Crowd check. Otherwise the
player. Each Fan model is placed individually. There is no Slam action is over and the Rush continues as
limit to the number of Fans on the pitch at any one time. normal.
s Shimmy past. The player shows off their skill by
Moving Fans ducking past the Fan. Roll Evade tests as normal
to move past the Fan. If the player successfully
Fans may be moved by either player. rolls to Evade the Fan in two different hexes then
make a Fan check. In either case the Fan remains
At the end of a Sponsor’s Rush, he may choose to move on the pitch and the player’s action is completed
some of the Fans that are currently on the pitch. If he does as normal.
so, roll one dice. This is the number of hexes he may move
the Fan(s) in total. s Sign an autograph. The player stops to sign
an autograph for the happy Fan. This ends the
There is no limit to a Fan’s movement or to where they can player’s (but not his team’s) Rush and removes
stand. However, a moving Fan must stop as soon as they the Fan - who scampers off to show all his
enter a hex that is adjacent to any player from either side. friends. Roll a Crowd check.

Fans trigger traps in exactly the same way players do.


Crowd Check
Fan Threats A Crowd check represents the cheering of both teams’
fans as each of the rival groups tries to drown out the
Fans are an element of unpredictability and uncertainty on other team’s supporters. Whichever one cheers the
the pitch. They may be drunk, scared, drugged or simply loudest will help boost their team.
excited beyond rational thinking. Whatever their state,
they pose a challenge that players from both teams need A Crowd check is a 3 dice 5+ test (X).
to deal with carefully.
s +1 per Cheerleader your team has in play.
Fans exert a Threat Hex against all players in each of the 6 Both players roll dice and compare results:
surrounding hexes, not just the ones to their front.
Draw: both teams get a Fan check.

Interacting With Loses: the team’s supporters cannot be heard so their

Fans team get nothing.

Wins: the team gets a Coaching Dice.


Fans are usually on the pitch out of a misplaced sense
of enthusiasm rather than any intention of harming the Doubles: the team gets a Coaching Dice. If playing a
players or the match. Unfortunately, in the slam and rush league match, the team’s Sponsor also gets +1 dice
of a game of DreadBall Xtreme, being on the pitch without when rolling to see if he increases his Rank at the end of
armour or training can be hazardous to your health! the game. This is cumulative if it occurs multiple times in
one game.

50
Dreadball xtreme: Player manual
New Rules –
Cheerleaders in DBX
In the world of DBX there is no such thing as a
permanent team. However, Sponsors often attract Placing
a loyal following of groupies and fans in a similar
fashion, and become famed for putting on a good Cheerleaders
show. Cheerleaders are a part of this display. Cheerleaders don’t go onto the pitch – that’s
far too dangerous. Their presence is simply
Xtreme cheerleaders aren’t the professionals you
representational. They spend the game to one side of
see beside the main arena games. Instead they are
the pitch, beside their subs’ bench.
likely to be enthusiastic amateurs, or wannabes in
a similar manner to those mimicking some of the
players on the pitch. None of this matters when it
comes to rousing the crowd.
Go Team!
The function of cheerleaders (beyond looking
attractive) is to get the crowd going. Each time their
Acquiring team earns a Fan Check, their Sponsor may choose
to “spend” up to one of their cheerleaders to make
Cheerleaders an additional Fan Check at the same time. Spending
A Sponsor may include one or more cheerleader a cheerleader removes them from the game. Once a
in his team when he builds it. In order to take cheerleader has left a match they cannot return.
any cheerleaders the Sponsor must allocate 1 of
Cheerleaders also help boost Crowd Checks (see
his extras to the task. This does not get him any
page 50).
cheerleaders, it just allows him the option of buying
them. They are, however, not expensive.

Once a Sponsor has allocated 1 extra to hiring


cheerleaders, he may buy up to his Rank of them for
1 mc each.

51
Dreadball xtreme: Player manual

Giants
Without the endless red tape and concerns of the giant for a game by one sponsor will inevitably lead to
corporations and the Council to worry about, Giants the other sponsor/s involved in the upcoming game
were a feature of Xtreme long before they were to hire giants of their own. The great bluff of ’68 is
ever admitted to the DGB leagues. Indeed, many still talked about with some amusement amongst
commentators are convinced that it was the popularity seasoned fans, wherein a minor sponsor with no
of Giant players in Xtreme which prompted the DGB to money managed to put out the rumour that he had
re-examine its original rulings. hired a giant for his upcoming four way matchup. The
other sponsors duly hired as many giants as they
Giants are an obvious fit for Xtreme – they are could get, who then turned up to a game against a
massive, strong and capable of laying waste to normal swarm of Zees who spent the whole game running
sized players in a variety of interesting, graphically between their legs. Unfortunately the Zees got so
violent and often terminal ways. Xtreme fans come to caught up in chasing each other around that although
see blood and guts – literally – and Giants will always they wore out their opponents, they didn’t score
guarantee this in spades. Finding giant players to any points, and the whole match ended up being
participate in Xtreme is never difficult. The GCPS is abandoned as a no score. Needless to say, sponsors
so large and aggressive in its expansion and drive are very careful about which rumours they trust in the
that there are always individuals whose homes have run up to a game these days.
been destroyed, or who have been genetically or
mechanically engineered to wage violence against Giants bring an additional level to your Xtreme games,
the world or who simply have nothing better to and the rules for using them will expand and enhance
do. All of these individuals will find that they can your tactics in a variety of interesting ways.
generally make more money more quickly by taking
to the underground pitches than by doing anything GIANTS are like normal DreadBall players, but bigger.
remotely honest or legal. Unlike most Xtreme At least, that’s how they like to think of themselves.
players, giants are not often intimidated or forced However, in the game their sheer size means that
into playing, and this combined with the additional they need some additional rules to cover how they
spectacle and popularity that they will bring to a interact with the smaller players. The new rules in
game makes them more expensive than most, though this section are specifically for GIANTS and only apply
a worthwhile investment to any sponsor who can to those players who have that title as part of their
afford it. Of course, there will tend to be a snowball listed role. For example, the Sann-gar is listed as
effect – sponsors are callous and uncaring when it “GIANT – Guard” and so these rules apply to him.
comes to the lives of their players, but it is rare that
they will want their whole team to be decimated with Except as noted below, the normal rules apply to
no answer, and so the hiring or rumour of hiring of a GIANTS.

52
Dreadball xtreme: Player manual
Hiring GIANTS
GIANTS are hired like any other DBX player. Each one has its own set of groups. Note: GIANTS are difficult
to train, nearly impossible to hide, and so are always rare on DBX pitches. For this reason, you may have a
maximum of one of each type of GIANT in a team at a time.

It’s The Size That Counts


All GIANTS are huge creatures and come on 3-hex bases. This means that they need some special rules. Most
of these are common to all GIANTS and are listed here for convenience. If a model is a GIANT then all of these
apply. In addition, a GIANT may have other abilities and will have its own stat line.

These are listed on pages 44 to 45.


All GIANTS��� B Have additional movement rules (see
below).
B Roll an additional dice for Armour Checks, B May move out of Threat Hexes of non-
Slams and Slambacks against non-GIANT GIANTS without rolling to Evade. They must
opponents. Evade as normal from other GIANTS.
B Count as Steady when hit by non-GIANTS or
Trap effects.
B Have different arcs and Threat Hexes (see
below).

Giant threat hexes giant arcs

GIANTS have three Threat hexes as normal. Like a normal player, a GIANT has a front and
However, they are in a different place from those rear arc.
of single hex players

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Moving GIANTS
GIANTS may not take a Sprint action and the way are empty then move in and continue as normal.
they make Run actions is slightly different because
of their larger base. When they take an action that If the new hex contains a loose ball then attempt to
allows them to move “a single hex” use these rules pick it up or scatter it as normal.
to move forward once. Note that this may actually
mean that they cover two new hexes with their base If one of the hexes the GIANT wishes to move into
(see the diagrams below). is already occupied by a standing opposing player
then it may attempt to Brush Aside the occupant (see
Unlike normal sized players, GIANTS must pay to page 56). This will not work on other GIANTS, nor
turn as well as move forwards. A GIANT cannot move will it work if both new hexes are obstructed.
backwards.
Turning on the spot costs a GIANT two points of
When moving forwards, a GIANT moves into its own movement for that action. It may therefore not be
Threat Hexes. For each hex a GIANT moves it must done if the action only allows a move of “a single
cover either one or two of its Threat Hexes with its hex”.
base. This can be done by either moving directly
forward or by pivoting on one of the front two hexes
of the base. This counts as a single point of its
Turning on the spot
movement (regardless of whether one or two new
hexes were covered).

If the new hex(es) that the GIANT wants to move into

Moving Straight Forward

When a GIANT moves onto the pitch it must move so


that the whole base is on the pitch and touching the
Subs Bench. This costs its first point of movement
for that action. It may face in any direction. A GIANT
may need to Brush Aside a model in order to enter
the pitch. This works as normal. If the GIANT fails to
move the obstructing player then their action ends
pivoting and they remain in the Sub’s Bench. Remember that
a GIANT can only Brush Aside a single model at a
time.

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Large Bases and Everything Else
The 3-hex bases of the GIANTS raise a number of questions. Just how does everything else interact with
them? The following list covers these situations.

s All three hexes block Throws.


s When a GIANT makes a Throw it must choose
one of its front two hexes as the point of origin.
s When you are told to “turn to face” a GIANT as
a result of a test you may have more than one
Resolve the Throw as if the GIANT was a single choice of positioning your player. The turning
hex player in this position. player’s Sponsor decides if there is an option.
s When a ball hits a GIANT it may be caught or
scattered as normal. Roll scatters from the
If possible, the turning player’s middle Threat
Hex must cover part of the GIANT. If this is not
possible then one of the other Threat Hexes
hex it lands on, treating the other hexes of the
must cover part of the GIANT.
GIANT as if they were three separate players
standing next to each other. If the ball scatters
onto a GIANT from another hex occupied by
s When a GIANT is pushed back it moves
“directly away” from its opponent. If the hexes
the same player then they do not get a new behind the GIANT are occupied then he cannot
attempt to catch it. Simply scatter the ball move as normal. If a GIANT is pushing another
again. GIANT then use one of their front two hexes
s nominate
When a GIANT Slams another model,
one of its front two hexes as the
as reference and resolve it as if it was a single
hex player doing the pushing as shown above.
point of origin. Work out Threat Hexes using
the whole base of the GIANT, but use this point
s Abase
GIANT will trigger a Trap when any of its
hexes moves adjacent to it.
or origin to determine the possible direction of
any push back.
s when
A GIANT cannot Brush Aside other players
it is making a follow up move after a
Slam. Its base must move to cover the vacated
hex. See the diagram. Insert “Directly Away
From Giants” diagram from Season 3 with
caption.

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Dreadball xtreme: Player manual

New Actions
There are three new actions available to some
players. Each new action is restricted to players who Feint (Misdirect)
have a specific ability. The required ability is shown A Jack can move up to 1 hex before he makes a Feint,
in brackets after the action’s name in the same way turning for free if he chooses to. He cannot Dash as
that a limitation to a specific player role is. part of this action, though he may have to Evade.

As with all other actions, each of these new options A Striker can make a full Run action as part
costs a Team Action Token, appropriate Special Move of a Feint. This counts as a single Feint action
card or free action opportunity to use. for purposes of modifiers, opponents Running
Interference, etc. A Striker can Dash and may need
to Evade as normal during this Run action.
Brush Aside
When you have finished moving, nominate a target.
This is part of moving a player in a similar way to
This must be a single standing opponent in one of the
Evade, and is done as and when necessary during the
feinting player’s 3 Threat Hexes.
move. It may be done as many times as is required in
a single action. The target can choose to Dodge or Slamback. Dodge
is available to any player. Slamback is available if
If a GIANT wants to move into a hex that is occupied
the target player is a Jack or Guard, and the feinting
by a standing opposing non-GIANT player they may
player is in one of their 3 Threat Hexes.
try to brush them aside rather than Slamming them.
This will allow them to carry on moving rather than Depending on what each player chooses, they roll
ending their action. different tests:
You can only use Brush Aside if there is a space you Feint: a 3 dice Speed test (X).
can push that player into.
s +1 if the player is a Judwan.
Brush Aside is a 3 dice Strength test (123). Roll
separately each time you need to Brush Aside.
s +1theiftarget.
the player began this action adjacent to

This is modified by: s -1areperin (ignoring


opposing player threatening the hex you
your target, maximum of -2).
s +1 if the GIANT is a Guard.
s -1 if the obstructing player is a Guard. Dodge: a 3 dice Speed test (X).

Brush Aside fails: the GIANT’s action ends. Turn the s +1 if the player is a Striker.
obstructing model to face the GIANT. s -1areperin (ignoring
opposing player threatening the hex you
the Feinting player, maximum
Brush Aside succeeds: the GIANT pushes the of -2).
obstructing player into a hex of the GIANT’s choosing
directly away from him, and then moves to occupy Slamback: a 3 dice Strength test (X).
the hex himself. This move is not optional. He may
then continue his action.
s +1 if the player is a Guard.
“Directly away” from GIANTS is simply resolved by
s -1areperin (ignoring
opposing player threatening the hex you
your target, maximum of -2).
reacting in the normal way to the single hex of the
base that is moving in to displace the model. Compare the total numbers of successes to find the
outcome:
Brush Aside doubles: the GIANT pushes the
obstructing player into a hex of the GIANT’s choosing Draw: the players both turn to face directly at each
directly away from him, and then moves to occupy other.
the hex himself. This move is not optional. The
Feint wins: the winning Sponsor chooses the
displaced player is knocked over. Do not make an
direction of facing for both players. This may be the
Armour check for the fallen player. The GIANT may
same or different as he decides.
then continue his action.

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Feint doubles opponent: as above. In addition, bypassing, or a dented armour plate that needs
the target player is moved 1 hex in any direction pounding back into line?
and does not need to Evade to do so. The Feinting
player’s Sponsor chooses the hex the target player Transform succeeds: The player immediately
moves to. Note that the Feinting player does not changes role by one step: from Jack to Guard or
move (other than any turn they choose to make). Striker, or back from Guard or Striker to Jack.

Slamback wins: the losing player is pushed into one Transform doubles: The player immediately changes
of the 3 hexes directly away from the winner. The to any role he chooses.
winning player chooses which one and may choose
whether or not to follow up into the vacated hex
himself. The losing player is turned to face directly at
the hex he just vacated. The winning player is turned
Transforming
to face the target (if he followed up) or the hex the
target was in (if he didn’t follow up).
Trouble
As player roles are a key feature of the game,
Slamback doubles opponent: the losing player changing from one to another during a match
is pushed back as above, then they are knocked throws up a number of unusual circumstances.
down and must finally make an Armour check. The Most of these can be dealt with by sticking firmly
target number for the Armour check is equal to the to the fact that the player is only one role at a
difference in total successes between the winning time.
Slamback and the losing player’s roll.
If a player is carrying the ball when he Transforms
Dodge wins: the Dodging player may turn to face any into a Guard then the ball scatters immediately
direction. The Feinting player turns to face directly at without ending the Rush. Otherwise a player with
the dodging player. the ball retains it whilst they Transform.

Dodge doubles opponent: the Dodging player may A player may Transform whilst they are on the
move 1 hex in any direction and does not need ground. This is an exception to the normal rule
to Evade to do so. They may choose to face any that limits a player on the ground to only Stand Up
direction. The Feinting player turns to face directly at actions.
the hex the Dodging player just vacated.
Actions spent transforming a player to a new
Note that moving players into new hexes follows the role do not allow any other movement (including
normal rules for pushing back described on page 34 turning). It is entirely used up in the change of role.
of the main rules.

Transform (Quick Change


Artist)
Some players can morph from one player role to
another during a game. In the quiet workshops of the
team HQ this works smoothly every time. However,
on the blood-slick floors of the DreadBall arena, with
dented armour and little time, things are not always
so easy.

When the player with the Quick Change Artist ability


wants to change role, make a test as defined below.
This is done as a normal test, but instead of being on
one of the usual game values it is done on a fixed 4+
for everyone.

Transform: a 3 dice 4+ test (1).

Transform fails: the player has problems and cannot


change role. This is probably temporary and they
may try again in a subsequent action if they wish.
Perhaps it is just a rogue subroutine that needs

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Dreadball xtreme: Player manual

Abilities
Among the many and varied individuals in the DreadBall Xtreme circuit are players with almost every skill
imaginable (and some that aren’t until you see them). The following list collates all the existing abilities used
by these players, as well as adding appropriate new ones.

opposition, which may modify their chances to move


360 Vision further or require them to make an Evade roll.
(Any Player)
The player has no rear arc. Everywhere counts as Backflip
being to their front. This replaces the diagram on (Any Player)
page 18 of the core DBX Rulebook. In effect it does
not matter which direction the model faces, though it A player with this ability who tries to Stand Up will
usually looks better to turn the model as appropriate. automatically do so as if he doubled the test. Note
that no test is actually rolled. In effect, knocking
The model has 6 Threat Hexes instead of 3. See the down a player with this skill merely stops them using
diagram. Sprint as their next action.

Backstab
(Guard or Jack)
The player has a talent for finding his opponents’
weak spots. When the player makes a Slam against
an opponent (including knocked-down players) that
does not project a Threat Hex onto the Slamming
player, then add +1 dice in addition to other
modifiers.

Can’t Feel a Thing


A Safe Pair of Hands (Any Player)
(Striker or Jack)
The player gets 1 additional automatic success
A player with this ability gets +1 dice to Catch whenever they make an Armour check, in effect
inaccurate passes, i.e. a scattering ball or a Throw ignoring one extra injury each time.
with no successes. He gets no bonus to Catch
accurate passes.
Charge!
(Gaelian/Jack)
Alert
(Any Player) A player with this ability may make a full Run action
as part of a Slam.
The player is able to read the game far better than
most, and is rarely surprised. In addition, if the player makes a Slam and would
normally have the +1 modifier for moving adjacent
When any opposing player moves into an adjacent during this action, they instead get a +2 modifier.
hex, the Alert player may immediately choose to
turn to face them if they want to. Note that this turn
happens before any Slam is resolved or the opposing Comin’ Through
player moves any further. Note also that this turn (Any Player)
does not stop any further action by the opposition; it
merely allows the player to realign themselves. The player gets +1 dice on any attempts to Brush
Aside.
Whilst this turning will not necessarily help a player
resist a Slam, it will place a Threat Hex on the

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Dreadball xtreme: Player manual
Driller response. Treat this as a 5 dice Slamback from a
Strength 3+ player.
(Robot/Guard or Jack)
A player with this ability attacks with his drill as part Every time a Sponsor detonates an Explosive Collar
of a normal Slam. he must immediately pay a 3mc bribe to the penal
system bureaucrats for misuse of government
When a player with this ability doubles a Slam, their property. If he has not got this cash to hand, he may
opponent makes the resulting Armour Check with a not detonate the collar.
-1 modifier to their dice roll.

Fan Favourite
Crowd Puller (Any Player)
(Any Player)
A player with this ability is loved by the crowd, and
The player with this ability always draws a big crowd. even the opposing team’s supporters will cheer him
More people means more revenue for everyone, so on. The first time in each Rush that the Fan Favourite
both Sponsors may roll an additional dice after the doubles any normal test, make a Fan Check. This
game when rolling to increase their rank. This is not is in addition to any other Fan Checks that may be
cumulative if more than one player with this ability is required.
present.

Fragile
Duck and Weave (Any Player)
(Any Player)
The player counts as rolling 1 less success on each
The player gets +1 dice on any attempts to Dodge. Armour check. Work out the check as normal and
then reduce the final total of successes by 1, to a
Even the Odds minimum of zero.

(Jack)
This ability is exactly the same as Running
Interference, with two exceptions. Firstly, it may only
be used when the player’s team is losing the match,
i.e. the opposing team has scored more points than
you have. A draw is not losing.

Secondly, unlike normal Running Interference that


has a limit of once per game, this ability allows the
player to use it up to once per Rush for the whole
game, assuming that the team is losing in every
instance.

Otherwise, treat this player as having Running


Interference.

Explosive Collar
(Any Player)
The Sponsor may detonate a single Explosive Collar
in each of his team’s Rushes. This does not cost a
Team Action Token and may be applied to a player in
addition to his normal limit of actions in a Rush. This
instantly kills the wearer. In addition, every player of
either team in an adjacent hex is hit by the shockwave.
Treat this as a 5 dice Slam from a Strength 3+ player.
The target may only choose to Dodge.

Alternatively, a player wearing an Explosive Collar


may have it detonated instead of making a Slamback

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Gotcha! Jump is a 3 dice Speed test (123). Roll each time you
need to Jump separately. This is modified by:
(Any Player)
s +1 if the player is a Striker.
Whether it is the tentacles, a magnetic personality
or the trail of sticky ooze, some players are just
s -1youperareopposing player threatening the hex
moving from (maximum of -2).
tricky to get away from. This has two game effects.
Firstly, whenever a player with this ability would Jump fails: the player falls over in the hex he
cause a -1 penalty for an opponent being in their was moving to. If a loose ball is in that hex then it
Threat Hex, this is doubled to a -2 penalty instead. scatters. The action ends, but the Rush does not.
Secondly, if an opposing player fails to Evade out of a
Threat Hex of a player with this ability, then they do Jump succeeds: The player moves into the new hex
not move at all and their action ends. safely and may face any direction he wants (even if
Jumping whilst Sprinting). If he wants to then he can
Whenever a test says that the maximum penalty for roll to Jump again later on in the same action (with a
opposing players threatening the hex you are in is target number one higher).
-2, it is treated as -3 if at least one of the opposing
players causing the penalty has this ability. Note that a player falling over as a result of a failed
Jump test does not have to make an Armour check
and will not be injured. However, if he is carrying the
Grizzled ball then he will drop it and end the Rush.
(Any Player) Also note that it is possible that a player will need to
Dash in order to gain the extra movement to Jump
The player is a particularly tough veteran who takes
into a new hex. In this case all Dash tests must
little notice of physical pain. Any opponent making
succeed in order for the Jump to be successful. Roll
a Slam against this player loses 1 dice in addition to
each separately. If the player fails any Dash attempts
any other modifiers.
that are required for the Jump then they will fall
over in the hex they were trying to Jump into.
Harmonics A player making a Jump does not need to roll to
(Crystallan/Any Player) Evade for that part of their movement, though they
are subject to those rules as normal both before and
The player is more powerful if he has other after the Jump.
members of his race nearby. Count the number of
other players (from either team) with this ability and
within 3 hexes. Look up this number on the following
list to find the benefit to the player.
Keeper
(Guard)
s 1 Harmonic nearby: +1 Move.
When a player gets this ability their role changes
s 2Speed-based
Harmonics nearby: +1 Move, +1 dice to any
test.
to that of Keeper. A Keeper is a type of Guard, and
unless a rule specifically differentiates between the
s 3+Strength
Harmonics nearby: +1 Move, +1 dice to any
or Speed-based test.
two or is overridden here, the player should still be
treated as a Guard.

This benefit is calculated afresh at the start of each The player is also issued with a DreadBall glove.
action and applies for that whole action. Unfortunately he is not really trained in its proper
use and simply uses it to cannon the ball downfield.
Unlike pure Guards who cannot Pick up the Ball or
Jump Catch, a Keeper can (at -1 dice). A Keeper cannot
Throw the ball like a Jack or a Striker, but they do
(Striker or Jack) have a unique action called Punt.
The most agile players can leap over their friends, If a Keeper wishes to Punt the ball, he simply places
opponents or short obstacles. A player may not it wherever he wants on the pitch. This is a hugely
Jump over tall obstacles or any model that occupies inaccurate means of getting rid of the ball. Scatter
more than 1 hex. the ball from the hex it is placed in, then scatter it
again when it comes to rest.
A Jump is a 2 hex move (costing 2 hexes of
movement) and can be part of either a Run or Sprint A Punt can never be used to make a Strike.
action. The first hex you jump over must be occupied
by a short obstacle or a player (either standing or on A Punt does count as losing the ball and ends your
the floor). Rush.

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Klutz Mind Control
(Any Player) (Any Player)
The player is rather accident-prone. Once per
If the player has two team Action Tokens played on
game, the opposing Sponsor may force the Klutz to
him at the same time he may attempt to take over an
re-roll all of his dice for a single normal test. The
opposing player with raw psychic power. The player
same modifiers apply to the re-roll, and the final
result applies whether it is better or worse than the with Mind Control may make no other action in that
original roll. Rush.

Roll a 5 dice Skill test (X) for the psychic player. His
Long Arms opponent also rolls a Skill test. The number of dice
they roll depends on how far they are from the player
(Any Player) that is attempting to control them. Count the distance
from the Mind Controlling player to his victim and half
A player with the Long Arms rule has a maximum
Throwing range of 12 hexes, not 9. the result (round up). This is the number of dice the
victim has to resist the Mind Control.
The following table replaces the one on page 38
of the main rulebook when calculating the initial Mind Control succeeds: the target of the Mind
number of dice a player with Long Arms gets for Control is completely under the sway of the psychic.
a Throw. As usual, the number of dice a throwing Immediately take a normal action with that model
player gets depends on the distance between him as if it was your own, choosing any action that is
and his target. normally allowed to it. The controlled model ignores
Threat hexes for this action. However, it cannot
s 1-4 hexes 3 dice score a strike in its own zone because the automated
s 5-8 hexes 2 dice scoring system would disallow it. If the model earns
s 9-12 hexes 1 dice a Free Action then take that too. As soon as this
action is resolved then control reverts back to the
Apart from the different range bands, a Throw from original owner.
a player with Long Arms is worked out just like any
other. Mind Control fails: The target is strong willed and
resists the attempt at control. The attacking player’s
Important note: Unlike normal DreadBall, in Xtreme actions are wasted.
a player with Long Arms counts the points for each
strike just like everyone else.

Lucky
(Any Player)
Once per Rush the player may re-roll any one dice
that they have rolled for a normal test. Declare that
you will do this after you and any opponent have both
rolled your dice normally, but before you apply any
results.

Re-rolling the dice means just that: pick up the dice


you want to roll again and roll it again! Whatever
result it rolled initially is ignored. Only the result of
the re-roll counts. If the re-rolled dice is a 6 then it
counts as a success and generates an extra dice as
normal.

Mighty
(Any Player)
A player with this ability rolls an additional dice for
Armour Checks, Slams and Slambacks against non-
GIANT opponents.

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Mind Like Water Solid. When a solid Phaser is involved in a Slam,


Slamback or Stomp, both sides are at -1 dice for
(Any Player) Strength tests.
The player has learned to apply martial arts Insubstantial. When a player with this ability takes
techniques to the sports field. Instead of battering an action they may choose to become insubstantial.
opponents with physical strength, the player uses If they become insubstantial then it must be for their
leverage and balance to knock down their opponent, entire action. A player cannot become insubstantial
turning the other player’s own strength and speed if they are already carrying the ball. An insubstantial
against them. player returns to solidity at their end of their action.
Whenever this player is the target of a Slam they An insubstantial player has partly phased into
do not need to choose their response: it is always another dimension and retains only the most
the same. Work out the number of dice that the tenuous connection to the normal three dimensions.
Slamming player gets as normal. The player with They cannot interact with the ball or another player
this ability then gets the same number of dice, in any way while insubstantial. They may only take
rolling against the same stat as their opponent. Run, Sprint or Stand Up actions, though they may
There are no further modifiers. Dash if they choose to. They ignore threat hexes.
They may not end an action in the same hex as
However, they treat this as a Slamback for calculating
another player or an obstacle. They may move
the outcome, even if the Slam came from behind.
through the ball without it scattering. However, if
A player with this ability who takes a Slam action they end their action in the same hex as the ball then
does so normally. they must attempt to pick it up at -1 as they become
solid again. They may also move adjacent to and
through obstacles without setting off any traps, but
Misdirect will set them off as normal if they end their move
next to an obstacle.
(Jack or Striker)
For players who are lithe and nimble, getting out of
a tight corner is more a matter of balance and poise Pile-Driver
than bluster and noise. Some players, who lack (Any Player)
the strength to barge past burly opponents, have
developed the skill of wrong footing them just long When a player with this ability beats an opponent
enough to slip past unmolested. with a Slam then they may choose to use the
following Pile-Driver result instead.
On the pitch, a player with this ability has the option
to attempt a new type of action called Feint (see page Pile-Driver wins: the losing player is smashed to the
56). ground in the hex they are in. The winning player is
turned to face the target.

Pacifist In addition, if the player with Pile-Driver doubles his


opponent then their armour check is at an additional
(Any Player) -1 modifier.
The player will not intentionally harm another. They
will not Slam, Slamback, or deliberately Throw the
ball at another player.
Poison Blade
(Guard or Jack)

Phaser When the player doubles a Slam or Slamback, the


opposing player makes their Armour check with +1
(Ada-Lorana/Any Player) dice. If any damage goes through the armour then
add +1 to the total.
A player with this ability may become ghostlike and
insubstantial and move through other players as if
they were not there. Even when they are trying to
remain solid they have a slightly translucent, misty
appearance, like solidified fog.

A player with Phaser can exist in two distinct states:


solid and insubstantial.

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Portal Confusion Test
(Koris/Any Player) A player that moves onto a hex containing
a portal immediately disappears. Where he
A Sponsor that has any players with this ability in his
ends up depends on his training, experience
team may place a single portal counter on the pitch
and luck. This is determined by making a
before the match starts. Place this on your half of the
confusion test.
pitch, behind the starting line. Portals may be placed
on any empty plain black hex – not any other colour. Roll a single dice to determine which game
value the confusion test will use.
During a match, a player with this ability may place
an additional portal counter on the pitch as one of his s 1: Strength
actions. This must be placed adjacent to the model
spending the action, and on an empty plain black
s 2-3: Speed
hex. A maximum of three portals may be on the pitch s 4-5: Skill
at any one time (even if more than one team can
place them).
s 6: Armour
A confusion test is a 3 dice ? test (2). The “?”
Portal counters may not be moved. If a player with is the game value rolled on the table above.
this ability wants to place a portal and there are
already three on the pitch, then he may remove one Confusion test passed: the player reappears
of the existing ones and place it in a new location in an empty hex adjacent to another portal
following the rules above. of his choice, facing in the direction of his
choice. The player may continue their action
When only one portal is on the pitch then it leads from that point.
nowhere and is said to be inactive. If a portal has no
empty hexes adjacent to it then it cannot be used as a Confusion test failed: the opposing Sponsor
destination. It is considered to be inactive. No player may place the confused player in any empty
may move onto the hex containing an inactive portal, hex that is adjacent to another active portal,
and the ball will simply bounce off it. facing in a direction of his choice. The
confused player’s action ends.
Any model that is not a single hex player treats all
portals as inactive. For example, this includes the
ball, GIANTs, and fans.

A portal is potentially active if it has empty hexes


adjacent to it. To become active there must be at
least one other potentially active portal on the pitch.
If there is only one potentially active portal then it
remains inactive until another is placed. If there are
two or three potentially active portals on the pitch
then all of them become active.

Active portals are linked by invisible, inter-


dimensional tunnels that allow instantaneous
movement between them. A player moves onto an
active portal hex as if it was an empty hex. Calculate
any Evade or Dash required to get to the first portal
hex as normal. If the Dash or Evade test to enter
the portal hex is failed then the player will fall down
in the hex they emerge into. When working out the
number of hexes moved by the player in that action,
count the hex adjacent to the second portal as the
same hex as the first portal. Movement through a
portal does not automatically end an action, though
it may. This depends on the result of a confusion test The Kalyshi player’s first hex of movement is
(see right). marked as 1 in the diagram. The player’s second
hex of movement will take her into the portal, and
she can then be placed in any of the hexes marked
2, depending on the result of the Confusion test.

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Portal MASTER opponent with a Slam action and ends that action
with the target player still in a Threat Hex, then they
(Koris/Any Player) may have another go with their second pair of fists.
This ability works the same way as Portal with the Immediately make a free Slam action against the
following modification. A player with this ability may same target as before. You will earn the +1 for
place one portal counter per Rush at no cost in Team moving adjacent during this action if you did the first
Action Tokens. time.

Prima Donna Push


(Guard) (Tsudochan/Any Player)
The player is tired of hitting people and really wants A player with this ability is able to move other
to be a Striker so that they can demonstrate their players without touching them.
elegance and poise. It is a recognised psychological
problem with certain Guards and is widely assumed When a player with this ability takes any action other
to be due to the excessive number of times they have than Sprint, they may use some or all of their own
been struck on the head. It is generally controlled movement to pay to move other non-GIANT players
with powerful psychotropic medication and a lot of from either team. Each hex another player is moved
shouting by the Sponsor. costs 2 movement from the player with Push.

If you have one of these players on your team, roll For example, a player with Push and a Move of 5 takes
one dice at the start of the match, just before you set a Run action. They move 1 hex, move an opposing
up your players on the pitch. On the roll of a 1, deploy player 1 hex (at a cost of 2 movement), and then
the player as a Striker. On a roll of 2-6 deploy them move one of their teammates 1 hex (at a cost of 2
as a Guard. movement). This uses all 5 of their Move for the Run.

If the player deploys as a Guard then all is well. Play When a player with this ability moves another player
as normal. into a new hex they may choose its direction of
facing.
If the player deploys as a Striker then they have a
number of limitations and changes due to their lack A player can only Dash to move themselves into new
of proper training for the role. They are not a proper hexes, not to increase the distance they can move
Striker, but they are also no longer a full Guard. other players.
s Their Guard armour (4+) is replaced by Striker
armour (5+).
Players that are moved by Push do not need to make
Evade tests.
s They get a DreadBall glove.
s They no longer get any bonuses for being a
specific role. This applies to both Guard and
You cannot Push the ball.

Striker modifiers – being confused they get


neither.
Quick Change Artist
(Robot/Any Player)
s Their choice of action and reaction (to
scattered balls, etc) is based on them being a The robot has been designed to modify its
Striker, not a Guard, with one exception: they appearance and refocus its energies to best suit the
may choose Slamback as a response if it is an task at hand.
option (the old reflexes are hard to contain).
A player with this ability will always start a game
s They move like a Jack. For example, if they
make a Throw action they may only move 1
as a Jack. During the game they can change to a
Guard or a Striker by using the Transform action (see
hex, not a full Run.
page 57). Once they have changed to another role
s Ina Guard.
any other respect the player still counts as they remain in that role until they perform another
successful Transform action or the game ends.
Transform actions allow a single model to adapt
to the needs of the current situation on the pitch,
Pummel transforming from one role to another as required. A
(Rin Nomad/Guard) single player can change as many times as they like
during a match.
If a player with this ability fails to knock down an

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During a game a player with the Quick Change Artist test is -1 per opposing player threatening the
ability is counted as being the role they are currently shooter’s hex (maximum of -2). The target’s
in for purposes of all game rules. Dodge test is as normal.

For example, the player may only use the actions s Any Armour check the target is required to
make is at -1. Obviously, there is no ball being
and abilities that are appropriate to the role he is
currently in. A player that was currently a Guard thrown to scatter (unless the target is carrying
could not Throw the ball, but he could Slam. If the one).
same player in the same game later became a Jack
then he could also both Throw and Run Interference.
s There is a new Dodge doubles opponent result:
the weapon malfunctions. Resolve a 3 dice 3+
However, if he continued to change and took on the test (1) against the shooter to determine how
role of a Striker then he could no longer either Slam badly damaged they are. They may take an
or Run Interference, but he could still Throw the ball. Armour check as normal, though this will be
at -1 because it is a Ray Gun attack. The target
does not move.
Quick Recovery
(Any Player)
Really Lucky
A player with Quick Recovery follows all the normal (Any Player)
rules for damage and Armour checks except where
a final damage value of 2 or 3 has been calculated. In This works just like the Lucky ability, but a player
both these cases the damage is treated as if it were can use it once per action instead of once per Rush.
only 1. The effects are therefore:
s 0normal.
damage: the player remains on the pitch as

s 1-3 damage: place 1 damage marker on the


player.
s 4+Remove
damage: the player is dead as normal.
them from the game.

Ram
(Guard or Jack)
When the player makes a Slam action their target is
pushed back (and the player must follow up) before
the Slam is resolved. This could result in the target
player being pushed back twice.

Ray Gun
The model carries an alien weapon that fires
powerful energy beams. This is completely unsubtle
and obvious in use, and in an arena game would
clearly be a foul. In Xtreme there’s no such thing as a
foul, so the opposition just have to find other ways to
get round it.

A model with a Ray Gun may choose to shoot it at


an opposing player for the cost of one of his Team
Action Tokens. He cannot use card to pay for this
action. He cannot move during this action.

The shot is resolved the same way as throwing the


ball at another player, with the following changes.
s No other abilities modify a Ray Gun attack.
s The only modifier that applies to the shooter’s
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Dreadball xtreme: Player manual

Resilient show off


(Any Player) (jack or striker)
This player automatically removes a single injury Some players just love to play to the crowd, and even
before every Recovery Roll. If the player is still if they are talented it can hurt their game. Strikers in
injured then the Recovery Roll is resolved as usual. particular are known for showing off and attempting
unnecessarily difficult shots just because they look
good. It’s been the cause of more than one medical
Rolling retirement for a Coach and occasionally gives the
(Any Player) sponsor’s pause, but when they see the reaction of
the crowds…
When the player takes a Sprint action they move
The player gets 1 less dice on any Strike attempt.
at triple their movement value instead of double.
Other Throws are not affected. If the player succeeds
However, because they are going so fast they may
in a Strike attempt then they always count as
only turn once during the whole action, and then only
Showboating (generates a fan check) regardless of
by a single hex side.
whether it doubles or not.
Players with this ability must Sprint in this way –
they cannot Sprint normally. slippery customer
(Any Player)
Runaround The player with this ability is either physically hard to
(Any Player) grab hold of, or simply too agile to easily pin down.
A single Team Action Token can buy a Run action for If the player Dodges as his response to a Slam,
two players with this ability instead of the normal and neither player doubles the other, then the
one. Both players must have this ability and they following applies. The Slippery Customer may move
must take their actions immediately one after the 1 hex in any direction and does not need to Evade
other. This action counts towards both the players’ to do so. They may choose to face any direction.
total actions for that Rush. The Slamming player does not move. Resolve this
movement after the normal result of the Slam.

Running Spinner
Interference (Koris/Any Player)
(Jack) Instead of rolling against a random stat, a player
with Spinner always uses a 4+ value for confusion
The player may use this ability once per match. tests.
See page 38 of the DreadBall Xtreme Rulebook for
details of how this works. In addition, a player with Spinner gets a +2 dice
modifier to confusion tests.
Shove
(Any Player) Steady
(Guard or Jack)
If a player with this ability takes a Slam or Slamback
option against an opposing player in one of their A Steady player cannot be knocked down as a result
Threat Hexes then they may choose to Shove them of a Slam if it does not injure them. They can be
instead of rolling the test as normal. Both players pushed back and they can be injured, but they cannot
roll their test as normal, with the Shoving player be knocked down. This means that a Steady player
getting an additional +2 modifier. who is doubled by a Slam will be pushed back and
must make an Armour check as normal. If this fails
If the opposing player wins or the result is a then they will fall over and need to recover from their
draw then follow the normal rules. If the Shoving injuries as normal. However, if their armour protects
player wins by any amount then their opponent is them then they will remain standing in the hex to
automatically pushed back as described on page which they were pushed.
34. The Shoving player must turn to face the hex the
opponent has just vacated, but may not follow up. Note that a Steady player can fall down on their own,
for example if they fail while trying to Dash or Evade.

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Dreadball xtreme: Player manual
Stench Guards may Teleport as part of a Slam because the
Slam allows a “full Run action” and the Teleport may
(Hobgoblin/Any Player) be used instead of a Run. The same would be true for
Strikers and Throw if the Teratons had any.
The player counts as projecting a Threat Hex into
every adjacent hex, not just those to their front. In A player may choose to Teleport onto the pitch from
addition, if a Threat Hex modifier is listed for a test the Subs’ Bench. Measure this as normal for a player
then the threat from a player with this ability counts moving on.
as -2, not -1. Finally, the player’s Threat Hexes
always modify a test (up to the maximum for that Teleport is an instant move that does not require any
test) if the modifier is listed at all. Evade tests and cannot be interrupted by Running
Interference. Simply pick up the model from its
starting hex and place it in a different empty hex (or
Stretch hexes if a GIANT) at least one and up to a maximum
(Any Player) of four away. The teleporting player may choose
to end up facing in any direction. If the teleporting
The player gets +1 dice on any attempts to Dash. player has the ball when they teleport then it goes
with them. A player that teleports cannot Dash as
Stubborn part of that action.

(Any Player) 2. The second use of this ability is defensive.


When the player is Slammed in his rear arc he
Once per game, a player with this ability can ignore automatically Teleports instead of making a normal
the result of a dice roll and roll it again. If the roll Dodge roll. The Slam is not resolved. Immediately
was of more than one dice then all of them are re- move the Teleporting player to a new hex as
rolled. If this dice roll was opposed by another player described above. The Slam action is ended as
(a Slam, for example) then both players re-roll all of soon as the Teleport move is complete, though the
their dice. Sponsor of the Slamming player may then continue
with the rest of his Rush if he has remaining actions
Stubborn can be used during your opponent’s Rush if to perform.
you choose.
Note that this does not apply to traps that are set off
Use your team’s roster to keep track of which player in the player’s rear - they will work as normal.
has used their Stubborn ability in the current game.
Note that if a player has both the Teleport and 360
Vision abilities then this second function does not
Tail work.
(Any Race with a Tail/Any Player)
The player with this ability can use their tail to fend
off attacks from behind.

Tail only affects an opponent who is standing in the


player’s rear arc. A Slam or Steal attempt against the
player with Tail is at an additional -1 modifier.

Teleport
(Teraton/Any Player)
This is used in two ways. In either case, Teleport
is considered a type of movement for purposes of
interacting with other rules.

1. If a player with this ability could make a Run action


then they may choose to use Teleport instead. The
player immediately disappears and reappears up
to 4 hexes away in any direction. Count the distance
for this move as normal, but ignoring any players or
other obstructions on the pitch (effectively allowing
you to Teleport “through” other players). Note that

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Dreadball xtreme: Player manual

Threatening Trail Blazer


(Any Player) (Guard or Jack)
The player’s Threat Hexes always modify a test (up The player with this ability can use the Brush Aside
to the maximum for that test) if the modifier is listed rule (see page 56) as if they were a GIANT.
at all. For example, if a Threatening player Slams
an opponent then that target player will take a -1
penalty for being in the Slamming player’s Threat Toxic
Hex. (Guard or Jack)
When a player with this ability doubles a Slam, their
Tongue opponent makes the resulting Armour check as
(Any Player) normal. If any damage is not saved by the Armour
then Toxic adds +1 to the final total suffered.
The player has a prehensile tongue that can be used
to act at a distance. For example, if a player loses a Slam with only
2 successes to 5, then they have been doubled
The player can Slam an opponent as normal. and must make an Armour check to reduce the
Alternatively, the player can use its ability to Slam potential 3 damage. If they roll 2 successes they
an opponent that is 2 hexes away. There must be a would normally take just a single point of damage.
clear path (see page 36 of the core DBX Rulebook), However, if the Slam was by a player with Toxic
ignoring short obstacles and fallen players, to the they would suffer +1 damage for a total of 2 as the
target model in order for the Slam to be made. The Armour has not stopped it all. If they had rolled 3
clear hex counted between the models to check this successes on their Armour check then the Toxic
becomes the hex from which the target is pushed effect would not apply and they would suffer no
back, if this happens. This target of the Slam cannot damage.
make a Slamback unless it also has the Tongue
ability. Other than this, the Slam is resolved as
normal. Uncontrolled
(Any Player)
A player with this ability cannot help himself. If they
start an action with an opposing player on the floor in
any of their Threat Hexes then they must Slam them.
However, as they are so practised at this they get an
additional +1 to the test.

In the above diagram, the Avaran Treebeast has a


clear path to Slam player A, but not player B.

The player can also pick up a ball that is on the floor


up to 2 hexes away. Check that there is a clear path
from the player to the ball’s hex as if it were a 2 hex
Throw. Picking up the ball is resolved as normal.

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Dreadball xtreme: Player manual
going underground
The Xtreme Leagues may be illegal, and a blight to season, the other players and fans in the major
the GCPS accountants, but they have their place in leagues won’t know what hit them – literally!
the DGB’s grand plan. These illegal games spread
the love of DreadBall to many who would otherwise For those players who have a favoured DreadBall
never have the means to see it, and once they’re team from the original game that they want to take
hooked, they can be exploited… into Xtreme, the following example teams will allow
you to drop your existing team straight in with the
While the violence seen in the underground games minimum of difficulty.
may not be ‘acceptable conduct’, nobody can deny
that it does draw the crowds, and their money. It isn’t Some of the teams will have some spare cash, which
unknown for a wily coach in the major leagues to can be spent on players and MVPs of your choice,
drop out for a season, change his team’s name, and depending on which other teams and models you
run the players through the Xtreme system. Those own.
that make it through come out tougher than ever,
and with questionable new ‘skills’. The following

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Dreadball xtreme: Player manual

Ada-Lorana Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Guard 5 4+ 3+ 4+ 4+ x1 Phaser
Jack 5 4+ 3+ 4+ 5+ x2 Phaser
Striker 5 4+ 3+ 4+ 5+ x3 Phaser

Sponsor Groups: Proud, Guard, Striker, Big Picture, Weird Science


Extras: 5
Cash: 6

Asterian Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 6 5+ 3+ 4+ 4+ x1 Poison Blade


Jack 6 5+ 3+ 4+ 5+ x3 Fragile, Poison Blade
Striker 6 5+ 3+ 4+ 5+ x3 Fragile

Sponsor Groups: Cunning, Asterian, Vicious, DreadBall, Machine-mind


Extras: 5
Cash: 3

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Dreadball xtreme: Player manual
Brokkrs Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Guard 4 3+ 5+ 4+ 4+ x3 Steady
Jack 4 3+ 5+ 4+ 5+ x2 Steady
Striker 4 3+ 5+ 4+ 5+ x2 Grizzled, Steady

Sponsor Groups: Forge Father, Cunning, Worker, Greedy, Vicious


Extras: 5
Cash: 4

Convict Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 5 3+ 4+ 5+ 4+ x2 Explosive Collar, Threatening


Jack 5 4+ 4+ 5+ 5+ x3 Explosive Collar
Striker 5 4+ 4+ 4+ 6+ x3 Explosive Collar

Sponsor Groups: Cunning, Convict, Vicious, Greedy, Psycho


Extras: 5
Cash: 23

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Dreadball xtreme: Player manual

Crystallan Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Guard 4 3+ 5+ 4+ 4+ x5 Harmonics
Jack 4 3+ 5+ 4+ 5+ x3 Harmonics

Sponsor Groups: Proud, Guard, Alien, Outcast, +1 Rank


Extras: 6
Cash: 9

Forge Fathers Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 4 3+ 5+ 4+ 4+ x3 Steady
Jack 4 3+ 5+ 4+ 4+ x3
Striker 4 3+ 5+ 4+ 5+ x2

Sponsor Groups: Forge Father, Vicious, DreadBall, Striker, Greedy


Extras: 5
Cash: 16

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Dreadball xtreme: Player manual
Hobgoblin Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Hulk Guard 5 3+ 5+ Skill


5+ 4+ x1 Mighty, Steady, Trail Blazer
Hobgoblin Jack 5 4+ 4+ 5+ 5+ x4 Stench
Hobgoblin
Striker 5 4+ 4+ 5+ 5+ x2 Stench

Sponsor Groups: Cunning, Psycho, Vicious, Outcast, Guard


Extras: 5
Cash: 5

Human (Trontek 29ers)


Example Team
Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 5 4+ 4+ 4+ 4+ x2
Jack 5 4+ 4+ 4+ 5+ x3
Striker 5 4+ 4+ 4+ 5+ x3

Sponsor Groups: DreadBall, Striker, Jack, Guard, Machine-mind


Extras: 5
Cash: 17

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Dreadball xtreme: Player manual

Human (Void Sirens) Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Guard 5 4+ 4+ 4+ 4+ x1
Jack 5 4+ 4+ 4+ 5+ x4 Running Interference
Striker 5 4+ 4+ 4+ 5+ x3

Sponsor Groups: DreadBall, Cunning, Vicious, Guard, Machine-mind


Extras: 5
Cash: 9

Judwan Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Striker 6 5+ 4+ 4+ 5+ x6 Pacifist, Long Arms, Misdirect

Sponsor Groups: Proud, Striker, Rebel, Tech Guys, Weird Science


Extras: 5
Cash: 10

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Dreadball xtreme: Player manual
KALYSHI Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Jack 6 5+ 3+ 4+ 5+ x3 Backstab, Shove
Striker 6 5+ 3+ 4+ 5+ x3 Jump

Sponsor Groups: Big Picture, Asterian, Vicious, Alien, Hunter


Extras: 5
Cash: 2

Koris Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 4 4+ 4+ 4+ 4+ x2 Spinner, Gotcha!


Jack 4 4+ 4+ 4+ 5+ x5 Spinner, Portal
Striker 4 4+ 4+ 4+ 5+ x1 Spinner

Sponsor Groups: Alien, Tech Guys, Vicious, Hunter, Psycho


Extras: 5
Cash: 3

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Dreadball xtreme: Player manual

Marauder Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Guard 5 3+ 4+ 4+ 4+ x3
Jack 5 5+ 3+ 4+ 5+ x5

Sponsor Groups: Psycho, Guard, Outcast, Cunning, Pirate


Extras: 5
Cash: 1

Martian Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 5 4+ 4+ 5+ 4+ x2 Ray Gun


Jack 5 4+ 4+ 5+ 5+ x4 Ray Gun
Striker 5 4+ 4+ 5+ 5+ x2 Ray Gun

Sponsor Groups: Alien, Weird Science, Vicious, Tech Guys, +1 Rank


Extras: 6
Cash: 18

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Dreadball xtreme: Player manual
Nameless Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Guard (Sticky) 4 4+ 4+ 5+ 4+ x2 Gotcha!
Guard (Hard) 5 3+ 5+ 4+ 5+ x2 Can’t Feel a Thing, Steady
Striker 6 4+ 4+ 4+ 5+ x2 A Safe Pair of Hands

Sponsor Groups: Alien, Vicious, Psycho, Vat Brothers, Hunter


Extras: 5
Cash: 6

Rebels Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Rin Guard 5 4+ 4+ 5+ 4+ x2 Pummel


Gaelian Jack 7 4+ 4+ 4+ 5+ x2 Charge!
Sorak Jack 5 4+ 3+ 4+ 5+ x2 A Safe Pair of Hands
Ralarat Striker 6 5+ 4+ 3+ 5+ x1 Jump, Slippery Customer

Sponsor Groups: Rebel, Alien, Vicious, Outcast, Tech Guys


Extras: 5
Cash: 7

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Dreadball xtreme: Player manual

Robots Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Robot Jack 6 4+ 4+ 4+ 4+ x6 Quick Change Artist

Sponsor Groups: DreadBall, Tech Guys, Mr Roboto, Machine-mind, +1 Rank


Extras: 6
Cash: 17

Sphyr Example Team Starting Team


Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 6 4+ 4+ 4+ 4+ x2 Tail
Jack 6 4+ 4+ 4+ 5+ x2 Tail
Striker 6 4+ 4+ 4+ 5+ x4 Tail

Sponsor Groups: DreadBall, Hunter, Proud, Alien, Guard


Extras: 5
Cash: 10

Teraton Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 5 3+ 5+ 4+ 4+ x4 Teleport
Jack 5 3+ 5+ 4+ 4+ x3 Teleport

Sponsor Groups: Alien, Vicious, Tech Guys, Weird Science, +1 Rank


Extras: 6
Cash: -

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Dreadball xtreme: Player manual
Tsudochan Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Jack 5 5+ 4+ 4+ 5+ x8 Push

Sponsor Groups: Alien, Weird Science, Tech Guys, Big Picture, Proud
Extras: 5
Cash: 14

Veer-myn Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 6 4+ 3+ 5+ 4+ x2
Striker 6 4+ 3+ 5+ 5+ x6

Sponsor Groups: Outcast, Vicious, Striker, Vat Brothers, +1 Rank


Extras: 6
Cash: 6

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Dreadball xtreme: Player manual

Zee Example Team

Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill
Jack 5 5+ 3+ 5+ 5+ x10 Runaround, Duck & Weave

Sponsor Groups: Cunning, Weird Science, Jack, Vat Brothers, +1 Rank


Extras: 6
Cash: 20

Z’zor Example Team


Starting Team
Number in
Strength

Armour
Speed

Notes
Move

Skill

Guard 5 3+ 4+ 5+ 4+ x1 Can’t Feel a Thing, Steady


Jack 5 4+ 4+ 4+ 5+ x5 Can’t Feel a Thing
Striker 6 4+ 4+ 5+ 5+ x2 Can’t Feel a Thing

Sponsor Groups: Insectoid, Cunning, Worker, Vat Brothers, Hunter


Extras: 5
Cash: 7

80

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