DBX Player Manual [PDF]

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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 & reference�����������������49 In the locker 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 Humans.............................................................. 25 Judwan............................................................... 26 Koris................................................................... 27 Kovossian Mutants �������������������������������������������� 28 Marauders.......................................................... 31 Martians............................................................. 31 Mechanites......................................................... 32 Nameless........................................................... 36 Rebels................................................................ 37 Robots................................................................ 38

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going underground������������69

Dreadball xtreme: Player manual

CREDITS GAME DESIGN Jake Thornton

PAINTING Chris Webb, Dave Neild, Paul Shorten

BACKGROUND Greg D Smith, James M Hewitt

ADDITIONAL SCENERY Antenociti’s Workshop

SPECIAL THANKS Ben Moorhouse, Jeff Shortland, Lee Montgomery, Pete Fullergreen, Rob Taylor

PHOTOGRAPHY Ben Sandum

COVER ART Shen Fei INTERNAL ART Heath Foley, Luigi Terzi, Shen Fei, Roberto Cirillo

GRAPHIC DESIGN Chris Webb, Kev Brett, Pete Borlace, Sean Turtle With special thanks to the thousands of gamers who backed us on the Kickstarter. It’s you guys 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

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An Offer You Can’t Refuse So you’ve played a few games of DreadBall Xtreme with Blaine and the Warden, have you? You’ve dodged a few traps, and scored a few strikes. You think you’re ready for the big time in the cutthroat world of illegal sports? We shall see. This book is a guide to the dark and dangerous corners of the DreadBall Xtreme world, and the many choices you will face as you explore it. In the following pages are four new Sponsors, plus rules to design your own. Also, the rules that lay behind Blaine and the Warden’s choices and player costs in the core DBX book are explained here in full. Now you can see why Blaine has to pay so much for Runners when the Warden gets them so cheap. Then there are myriad new players to choose from, ranging in size and potency from the diminutive Zee to the roaring GIANTS. Added together, the number of possible combinations of Sponsor and players in a single team run well into the millions.

All of these players can be used in normal DBX games as well as the multi-part pitch games from the DreadBall Xtreme Xpansion. We’ve also included some blank rosters for your teams. If you fill these in while you’re recruiting your team then you’ve got a single handy reference for all their stats during the game itself. You might also want to keep old rosters in case a friend drops by and fancies a quick game – ready-made teams help speed set-up. Or, if you fancy really testing your skill as a Sponsor, then you can take the rosters designed by your friends and choose one at random. Using a random roster can be a fun challenge as you never know what you’ll get and you’ll have to think on your feet. You never know what you’ll find out about your playing style and skill. You may even discover a new favourite player!

Xtreme revels in its reputation for violence, blood and a ‘purer’ version of the sport than its bigger, flashier cousin. It relies for its appeal on a somewhat romantic vision of gladiatorial combat between true warriors, free of the taint of corporate interference and the drug regimes, physical enhancements and general artificiality that are seen as dominating the league game. A more honest sport, with competition based on true strength and prowess, rather than budget and corporate appeal. Though there are elements of truth to this, it is far from being the complete picture. Rather than being run by corporations, Xtreme is driven by a different sort of sponsor. These are shadowy individuals who operate on the very fringes of society, acquiring money and influence through whatever means they can. From criminal kingpins to prison officers, mad scientists to alien mercenaries and bounty hunters – the variety amongst the sponsors is matched only by that amongst the teams themselves. The only things which link these men, women and aliens are a lust for wealth and power, and a total lack of concern for those who they use to achieve this. Whereas in League games, team franchises are built up over years on the reputation and successes of various players, in Xtreme the reputation of a team relies solely on that of its sponsor. Xtreme players generally do not have long or dazzling careers, and they mostly consider themselves lucky if they survive a game. Sponsors have no interest in investing in a team beyond paying whatever is necessary to either persuade individuals to play or persuade others to force them to do so. Generally, players are selected by a Sponsor based on what he or she wants from the particular game. Sometimes a Sponsor may want to put on a spectacular show, and look to hire the largest and most powerful players they can find. Other times, they may be looking to tactically throw a game for profit, and select a mass of low quality players to

serve as fodder. Rarely is selection based on the principles of winning the game through points scored or any conventional style of victory. Sponsors will always have an agenda, and that agenda will first and foremost be based on them making as much money as possible. Those who play the game vary tremendously in size, shape, ability and species. From the tiniest Zee to the most enormous Teraton, the one thing that links all Xtreme players is a lack of choice. Some may be coerced with threats of violence, others are prisoners with no choices at all, and others still are down on their luck and need the money to fund an expensive habit or maybe just to survive. Whatever the reason, it is rare indeed that an individual takes to the Xtreme pitch lightly. If they are lucky, they will survive long enough to see the money at the end of the game, if not spend it. Sponsors often bid more than they can actually afford for a team, on the basis that enough of them will be dead by the end of the game to bring the price back down to an affordable level. There is in fact a whole branch of specific odds and mathematical probabilities dealing with complex equations to predict the mortality rate of any given match, taking into account the arena to be used, the Sponsors involved, the types of players etc. Just like the players themselves, there are plenty of statisticians and mathematical geniuses who are in need of a swift injection of credits for whatever reasons that they may have.

Dreadball xtreme: Player manual

It has often been said that the combined level of planning, organisation and training that goes into a DreadBall game rivals or surpasses that of a military operation. Certainly, the players are trained as well as any combat soldier, and the logistics that go into maintaining a league team, and the facilities from which they play, are comparable to that of managing a minor invasion force. DreadBall Xtreme, by comparison, may be compared to a guerrilla insurgency. Small, desperate bands of fighters thrown into combat in hidden arenas, surrounded by booby traps and attempting to fly under the radar as they perform for their shadowy masters, ignorant of their true agenda and never knowing whether they will come back alive. If a DGB sanctioned coach is a five star general, then an Xtreme sponsor is a feudal warlord. Not as noble or decorated perhaps, but no less deadly at what they do.

Ultimately though, the success of Xtreme is thanks to the success of DreadBall itself. Without the corporate game to compare itself to, the appeal of Xtreme would be lessened. Without the DGB itself and the corporations driving up the costs of competing, working in and even watching league games, there would be no requirement for a counter culture serving the disenfranchised masses who form the underbelly of the GCPS. DreadBall was originally hailed as the sport of the masses – a contest that pitted man against man in equal physical trials. The explosive popularity and growth of the official game, and the developments and cost increases that have gone with it, have left a vacuum in that ‘everyman’ appeal which Xtreme has readily filled. If you are a dock worker surviving on a handful of creds, and you can’t afford a ticket to your local arena or even a Hi Def subscription to watch games at home, there is bound to be an underground game happening somewhere near you. For a few creds, you can step back in time to when DreadBall was the most democratic sport in the galaxy, and watch two teams knock the shek out of each other until one emerges victorious. You’ll be close enough to smell the blood and sweat, and it won’t cost you an arm and a leg. Unless you bet big with the sharks and lose, though they might let you off if you just play one game for them. After all, Xtreme is the sport of the common man…

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Dreadball xtreme: Player manual

Hiring Players In the core DBX rules, each player had a cost for each of the two sponsors, and these costs were often different. The background explained that this was linked to the different groups with which each Sponsor was affiliated, though you never saw the workings of this. Now you will. While listing the specific prices for a Sponsor is fine when there are only two of them and a handful of players, it becomes vastly more complex when you have the numbers listed in this volume. Instead of doing that, each Sponsor and each player is given a number of groups with which they are associated. The way this determines the cost to hire a player is as follows: Compare the Sponsor’s groups with those of the player he wishes to hire. Depending on how many match, the Sponsor is described as a:

ssStranger (0 groups match) ssAlly (1 group matches) ssFriend (2 or more groups match)

Looking at the player profiles you can see a separate

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cost for each category. Strangers pay more to hire someone than Allies, and Allies pay more than Friends. Simply pay the appropriate amount for that player type depending on how much you have in common. That’s all there is to it! Other than the costs as detailed above, Sponsors purchase players in the same way as in the DreadBall Xtreme Rulebook. When you buy a team for a one-off match you can spend up to 70 megacredits (mc) on your players. Simply choose which ones you want from your list and pay the cost for each one. The price shown is for one player of that type for a single match. You may hire as many as you like of each type – as long as you can afford them. A team could be made up of a single player type, or every player could be different. You choose. You must have at least 4 players in your team. There is no upper limit. You must spend at least 50mc on your team. The only limit is the amount of cash your Sponsor has in their Stash.

Two convicts were heading towards her, trying to block her route to the strike zone. As she ran, she felt the surface under her feet, mindful of the telltale signs of booby traps in loose or uneven plating, sharp eyes always taking in each detail before her as she ran. One of the fools was angled to just miss a suspect plate, and she angled towards him, forcing him to alter his trajectory towards her. As his foot hit the plate, there was a sharp bang and a flash of sparks as the explosive charge beneath it went off. Though not large enough to be fatal, the explosion sent the player flying several feet to slam into the wall of the makeshift arena. His comrade pumped his arms and put his head down as he tried to speed up to catch her. Sarientar kept running for the wall, inviting the charge, seeing him smirk as he realized he had her boxed in. As she reached the wall, she kept going, feet flying up at an impossible angle and momentum carrying her along the wall itself. The charging human, going for a move that would have slammed her into the wall, tried to pull up, off balance as he attempted to shift both weight and direction. Sarientar described an arc over his head as she pirouetted off the wall, somersaulting over him. As she came down, she shot both feet out behind her, pushing off the bulk of the big bruiser to somersault again, landing with a rolling, cat-like motion as he slammed into the

wall from the kick, bouncing from it to land in a dazed heap on the floor. The crowd booed loudly – it was clear whose side the majority of them were on. Sarientar was already up and moving again, the scoring post of the strike zone mere yards away now. She could have thrown the ball and made the score easily, but that wasn’t what her sponsor required. She ran onwards, heading to slam the ball directly into the scoring post. The last member of the opposing team was heading towards her, a bald brute with teeth filed to sharp points and gang tattoos covering every inch of flesh not covered by his orange prison issue fatigues. Sarientar made a minute alteration to her path and braced herself for the right moment to make the move. As the punch swung in, telegraphed by the whole shape of the convict’s body as he lunged, Sarientar moved under it, twisting her body and counting the heartbeats to her next move. Her foot came down in the exact spot she required, and she gritted her teeth as she made the final effort. The ankle twisted underneath her with a snap of pain, and the follow up blow which ought to have missed her instead pummeled the side of her head, sending stars dancing before her eyes as she fell to the floor. The pain was an electric jolt of sensation, reminding her that she was vital and alive like nothing so far in this game had. There was a roar of approval from the crowd as the brute scooped up the ball where she had dropped it before him and went lumbering off towards her own team’s strike zone, kicking her in the ribs as he went for good measure. She arched her body, flexing as if with the impact of the blow but leaving just enough room that it bruised rather than smashed. Then she lay there in a heap, making a show of heavy breathing as if dazed. She could see, through half-lidded eyes, the face of her Sponsor, underlit by the display of the datapad and its endless scrolls of numbers. He gave an almost imperceptible nod. She’d done the job, and there would be enough money for her bonus by the end of the game. If she lived that long.

Dreadball xtreme: Player manual

Sarientar ducked under the punch of the lumbering Orc, rising in a fluid motion and smashing the ball directly into her opponent’s face. There was a crack, audible even over the raucous bellowing of the crowd, as the bone between the creature’s eyes gave under the weight of the blow, and its knees buckled. Even as it went down, it made a grab for the Kalyshi with senseless, numb limbs, but Sarientar was already moving the moment the blow had landed, and was several paces away from the Orc as it finally hit the floor. Brackish dark blood dripped from the ball now, and she gave it a disdainful flick, spattering droplets behind her as she ran.

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Dreadball xtreme: Player manual

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.

Alien 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 or society in general understands them. They share common experiences of unhelpful or even downright insulting behaviour by unwitting and uncomprehending humans. They are not outcasts because they are trying to fit in – they just stand out like an eight-foot tall pink squid with three heads in your living room (because they are). Non-humans who can blend in or are part of familiar races (like Forge Fathers) rarely have these experiences, and so do not belong with this group.

Asterian An Asterian by birth or adoption. Someone who was raised in, and understands, this culture.

Big Picture Looks beyond the front pages of the news to see 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 to an end. They are looking far beyond the crowd at a much more intricate end game.

Convict Someone who is familiar with the penal system, either from many years in jail, or many years of keeping people in it. For all their hatred, prisoners and prison guards have more in common than they’d like to admit.

Cunning Sneaky, devious, underhand or simply too clever for their own good. These are the people who will come at a problem sideways rather than straight on. Their

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schemes will rarely be obvious from their first move, and if you think you’ve worked out their plan, then you’ve probably fallen into their trap.

DreadBall For some, the game as a whole is the thing. They see the big picture in a sense, but only on the scale of the sport rather than society. Often, they aren’t interested in anything else and their whole life is dedicated to the betterment of the sport. A true devotee of the sport.

Forge Father A Forge Father by birth or adoption. Someone who was raised in, and understands, this culture.

Greedy There are a few whose greed is for fame or glory rather than cash. But only a few. For the majority of these people it is the simple promise of riches that motivates them to do pretty much anything, and a shared passion for any lucrative scheme, however crass, draws them together. They are easily manipulated by promises of cash.

Guard A specialist who is focussed on being the best Guard they possibly can. A devoted student of the stats, tactics, history and skills of the role.

Hates Occasionally, a player will have suffered so badly at the hands of a specific group that he will never play for them again. Perhaps he was permanently injured, humiliated or otherwise singled out. Maybe it’s real, and maybe it’s all in their mind. Maybe it’s built on nothing more than prejudice. Whatever the cause, the player Hates that group, and will not play for a Sponsor that is associated with it for any amount of money. Any group can be hated, and the reason need not make sense to anyone but the player in question.

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

Hates [group name]

A specialist who is focussed on being the best Jack 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 other group affiliations.

Hunter As the Corporation expands and reaches ever more planets, alien races are sometimes added to its ranks before they develop a space-faring culture of 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 tradition, often the ideal every male should aspire to. They bring this hunting philosophy to the game.

Insectoid Humanity has an instinctive fear and suspicion of insects of all sizes, and these are the races whose ancestry sparks this primordial alarm. In the wider universe, many of these races fight each other for 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.

Machine-mind Higher-functioning artificial intelligences, not mere robots. In their own way they are as alien as any nonhuman race, though their alien-ness is based purely on intelligence rather than appearance. With the vast array of technological communications gear that most of these players have access to, their physical meeting is rarely necessary.

Mr Roboto These are both robots and their amateur creators. Theirs is a world that is far removed from the plentiful resources and shining factories of mass production. Instead, they are beset by a constant lack of the right parts, and must scrounge and adapt to build their creations, or maintain themselves. This gives them a very different, more entrepreneurial view of the world – a world that relies on who you know (and what they can get) more than most.

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Dreadball xtreme: Player manual

Outcast

Psycho

Separate from Corporation society’s mainstream. These are either shunned by most, or make a choice to be apart from the crowd. This also includes a few self-imposed outcasts who operate within 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.

These are nutcases, berserkers and madmen. They have no control over their own violence and are that way all the time. Short tempers and a lack of empathy are commonplace. Often very popular with the crowds.

Pirate

For obvious reasons, those that are part of the genuine Rebel forces are secretive and select in who they deal with. Spies really are everywhere. Rebels can come from any race or walk of life, as it is an ethos that unites them, rather than any physical trait or common history. If this group were ever foolish enough to physically congregate in one room then they would be a strange mix indeed.

Even within the criminal fraternity, pirates are an insular bunch. These are part of that select group, who know the secret codes and meeting places of their kind.

Plant The natural reaction of most Corporation citizens to the idea that plants can be sentient is one of incredulity. This reaction shapes this group, who share the common experience of dealing with someone that thinks you are as intelligent as a carrot. This feeling is so deeply rooted within humans that even the evidence of their own eyes is often not enough to convince them that the player in front of them is sentient.

Proud 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. Each code of honour is different in the details. What unites these people is the principle of a code that is beyond an individual, yet defines their life.

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Rebel

Reluctant These are the players who would rather be somewhere else. This discomfort is what unites them, though the reason for it varies greatly. Some have been pressganged into the game, others have been duped into playing. Still more have played willingly for a while, but have now made the money they needed, suffered enough, or have lost their nerve. Either way, the most common discussion in this group is how to escape.

Striker A specialist who is focussed on being the best Striker they possibly can. A devoted student of the stats, tactics, history and skills of the role.

Vicious

These boffins are lab-coated geeks who revel in the technical details of intricate creations. They work in many fields, and are united by their common fascination of cutting-edge technology, to the exclusion of almost all normal social interactions.

Professionally nasty, not necessarily unbalanced. These are the players who treat violence as just part of the job, and can be as mild-mannered as you please outside the match (though for PR reasons they will often growl at the cameras and threaten the interviewer). Application of violence, timings, and proper limits of force are all popular topics for discussion within this group.

Vat Brothers 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 cutting edge of extreme modification is beyond the pale for most normal citizens. These are the people who are so changed by surgery, or even by their breeding (as artificial creations) that they have none but each other to call friend.

Weird Science These are the fringe scientists, the ones who are generally ostracised by their fellows for being too strange, dangerous or downright illegal in their experiments. Not for them the dull years of systematic study, incremental improvements and peer-reviewed papers. These are visionaries who never let lack of evidence hold them back from a new theory.

Worker

Dreadball xtreme: Player manual

Tech Guys

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.

z

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

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His face broke into a smile underneath the hood. He knew that they would come eventually. He’d started fights at every opportunity, incited two riots and seriously injured half a dozen of the guards, including that really big shek who was a little too fond of his truncheon. And now all that effort would finally pay off. He flexed his muscles as best he could as he hung from the wall, working to bring them back to life. He would need to be on impressive form. Each day, when he’d been sure nobody was looking, he’d used the chains to pull himself up the wall, keeping atrophy at bay with a series of contortions that he had been taught at the Academy. Now all the weeks of effort would pay off. The next phase of the plan could begin. The hood tearing from his head was a surprise, the sudden flood of powerful light into his eyes blinding him for several painful seconds. He blinked rapidly, tears streaming down his cheeks. The muzzy whiteness in front of him slowly cleared, and he was aware of a figure stood before him, hands clasped behind its back. The figure stood just behind the floodlamp which was aimed at him, a mere suggestion of an outline. The Warden. It had to be. He’d made himself about as irresistible a target as he could for the man’s illicit habit. One of the most notorious penitentiary governors in the GCPS, Warden Rasulov was a man whose proclivities were well rumoured but impossible to prove. Until now. Once he was in, he could blow the whole operation wide open, and they could finally start dismantling the whole sorry empire that was Xtreme. He spat on the floor for effect and jerked his chin at the figure. “So? What do you want, pig?” There was a sound from behind the floodlamp. Like a snort. The voice that followed it was neither as deep nor as rough as he’d expected, and he did his best to mask his surprise as it spoke.

“I think perhaps that you have me confused with someone else, prisoner Podorov” the figure stepped forward into the light, “or should I say, Agent Karastan?” Karastan couldn’t help himself. His jaw twitched just a fraction too long before he opened his mouth to protest. The figure before him held up a wizened hand to ward off the words, reaching into the pocket of his long lab coat and bringing out a hypoderm injector which he brought up before his goggled eyes, tapping it with a finger to agitate whatever liquid was within the glass vial. “Please, Agent Karastan. Do not demean yourself further with any denial. We were aware of your little infiltration from the beginning. You think that the Warden allows anyone into this place without knowing exactly who they are and where they are from? Your superiors at Enforcer Command Central have already been informed of your death some weeks ago, the Warden having filed a report of your unfortunate demise in a riot on the day of your arrival. Your remains were of course incinerated, and as soon as I have taken a sufficiently large tissue sample we will be in a position to confirm this when your ashes are shipped away for re-cyc and intercepted.”

Dreadball xtreme: Player manual

Air wafted against his face, bringing the smell of something different. After so many days here in the darkness, he’d grown accustomed to the various stenches of the place. The rat crap, stale sweat and blood, crumbling neocrete, the sharp tang of the iron chains. This was different – it smelled of counterseptic and fresh soap, and polished leather. Finally.

The details of the room were becoming clearer as the man spoke, and Karastan saw a shining steel operating table with restraint straps and a complex arrangement of probes and instruments glinting above it. On the table next to it was a large cutting device, of the sort used to rescue crash victims from their vehicles. Karastan strained against his chains but to no avail. The man smiled as he came closer. “Now Agent. Your primary mission may have failed, but don’t worry, I am here to give your life new purpose.” As the man loomed over him, the needle on the injector dripping with whatever substance it was poised to deliver, the last detail he was sensible to was the name emblazoned on the tag clipped to the front of the lab coat, next to a picture of the man himself. 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.

14

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 Uliheq 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.

Dreadball xtreme: Player manual

Rathmar Ul-iheq

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 coordinated 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.

15

Dreadball xtreme: Player manual

Building Your Own Sponsor Once you’ve got a bit of experience under your belt, you might want to have a go at creating your own Sponsor as well as your own team. This is simple.

or even something from the Kings of War range. DreadBall itself has a selection of crowd and other off-pitch figures you could consider. Sponsors come in a wide variety of shapes and sizes, and an unusual model may spark ideas for an exciting background or combination of skills.

There are only three things you need to choose:

ssA model to represent the Sponsor. ssA background history. ssA set of groups.

Background

These are all linked, and the order in which you choose them is entirely up to you. Some people start with a background, and then pick the groups and the model to reflect that. Others start with a model they like and take groups that fit its appearance. Only then do they come up with the story that links them all together. There is no right or wrong order to do this in - you just need to sort out all three areas before you begin your league.

Model

You want to be able to tell your friends and opponents why your Sponsor is where he is, running teams of dubious characters in illegal games of DreadBall. How does he know the groups he knows? Did he grow up with them, serve in the military alongside them, fight against them, spend years in prison with them? Ask yourself how he knows each group and you’ll find the answers start to weave the Sponsor’s background for you. Finally, if you haven’t christened your Sponsor already, give them a name. Without that they can’t come alive.

Rank

Mantic makes a series of Sponsor models for precisely this purpose and most people start by looking at them. These are not the only option though. You could decide to delve deeper into the Mantic ranges and see what else you can find. Perhaps you have a favourite model from the Deadzone range that would look great by the pitch,

Your Sponsor will start at Rank 5, like other Sponsors do, unless you have chosen the +1 Rank option(s) from the groups tables. If you have, then your Sponsor will start the league at Rank 6, 7, or 8 depending on how many +1 Rank options you took.

Groups Choose one option from each column.

Column

A

16

Column

b

Column

c

Column

d

Column

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

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.

Dreadball xtreme: Player manual

Example Sponsor – Ardia Shi’lek

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.

17

Dreadball xtreme: Player manual

18

xtreme leagues In a League, Sponsors select Extras as normal. A Sponsor gets to choose 1 Extra from the list below for each point of Rank he has. As a Sponsor starts at Rank 5, this means that for a one-off game a team will have a choice of any combination of 5 from the list below:

ss1 Coaching Dice. ss1 Special Move card. ss1 Nasty Surprise card. ss1 Wager (League only, maximum of 4).

There is one addition to this list, and this relates to the new player hiring mechanism. When a Sponsor is buying Extras, there is a new option: buy group. This costs 3 instead of the normal 1.

Like all other extras, this applies only for that match and is not a permanent change. In reality he is using his notoriety to gain some temporary influence and favour with a group he doesn’t normally deal with. This allows him to gain the benefits of discounted prices for that group for that single game. As neither the spending of the Rank nor the group he gained by spending it is permanent, the Sponsor can choose to gain a different group for the next game, or just use the ones he has normally and take extra dice and cards as extras instead. A very high ranking Sponsor could acquire several groups for a single match in this way, fielding a vastly different team to what his opponents might have been expecting. By these means a cunning Sponsor can outfox his enemies and gain an advantage before the game even starts.

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 short on happy endings. They come from across Corporation space and sometimes beyond, finding their unhappy way through the grimier levels of Corporation society, into the bloody arenas where they will make their fortune or meet their end. Some of the stranger individuals among the varied ranks of these miscreants are known as the “wannabes”. These are so desperate in their desire to be seen as one of the big league players that they dress in famous uniforms and even ape the mannerisms of the famous and talented. They come in all levels of kit, from the clearly deranged ones who look nothing like their deluded imaginings, to those who have made serious efforts to secure quality equipment. This is surprisingly easy because all teams make a great deal of cash from their extensive merchandising, and anyone can buy good facsimile uniforms for all the well-known teams. The trickier elements are the gloves and armour, which don’t always perform as well than the real thing, even if they look the part. Occasionally even the Sponsors get infected by the wannabe bug, fielding whole teams of these imposters so that it looks, from a distance, as if the Trontek 29ers might have decided to slum it for an afternoon. They haven’t. Nor have any of the other main arena players who know that their highly lucrative contracts would instantly evaporate if they dared set foot anywhere near a game of DBX. Still, it does seem to draw in the crowds, and at the end of the day that’s what it’s all about.

DreadBall veterans! Remember that Guards do not get an armour bonus for their role in games of DBX.

Designer’s Note When I started writing this expansion I intended to define all the various players in one big list. This would underline the difference between the DreadBall and the DBX way of looking at things:

Dreadball xtreme: Player manual

IN THE LOCKER ROOM

The focus being on individual sponsors and players, not teams. However, when I came to look at that list it seemed both very long and rather daunting. Although I found it easy enough to use, I could see many people being a bit put off by it. As the models themselves were going to be sold as team boxes, I decided in the end to go with an approach that will be more familiar to veteran DB Coaches, even though it would be entirely alien to the DBX Sponsors and players themselves. On the following pages I have listed the bulk of DBX players as a series of teams. These are the teams that the miniatures are sold as, and probably how many people will think of them as a sort of mental shorthand anyway. It is important to note that this organisation is for ease of use only and bears no relation to how the players should be, or are allowed to be, recruited by Sponsors and fielded in the game. Sponsors build a team for a match from whichever players they choose.

19

Dreadball xtreme: Player manual

Ada-Lorana The Council of Seven prides itself as the ultimate arbiter of justice in the GCPS, enforcing its edicts and maintaining relative peace across the length and breadth of the five spheres through both direct means such as the Enforcer Corps and more subtle methods such as control of trade via the Corporations. However, beyond the fringes of Corporate space, another group has the selfappointed responsibility of maintaining peace, justice and order: The Ada-Lorana. Beings born of pure energy whose physical bodies are held together by thought alone, and who can use this to phase through solid matter; it is not possible to hide from their judgement. They are without apparent emotion, capable of observing evidence and pronouncing a verdict without bias or prejudice. Their methods are infinitely variable; sometimes they will overtly make their presence known, but it

is more likely that they will act in more subtle ways. They might intercede in a conflict, lending advanced weaponry or vital intelligence to one side or the other, or they might snatch a prominent leader from the safety of his home and imprison him on a remote planetoid. Their motives are as abundant as their methods. The Ada-Lorana are known widely through the GCPS due to their participation in the DGB leagues since they first made contact with the Sun Fe Corporation and were officially recognised by the Council. But wherever trouble may be found, the Ada-Lorana will surely take an interest, and they have been a presence in the ranks of the Xtreme game for some time. Whatever their ultimate agenda, they are rightly respected and feared as lethally effective players without peer.

20

Armour

3+

4+

4+

Guard, Proud

23mc 15mc 10mc Phaser

Ada-Lorana Jack

5

4+

3+

4+

5+

Jack, Proud

18mc 12mc

Ada-Lorana Striker

5

4+

3+

4+

5+

Proud, Striker

23mc 15mc 10mc Phaser

8mc

Notes

Skill

4+

Friend

Speed

5

Ally

Strength

Ada-Lorana Guard

Groups

Move

Stranger

Cost

Phaser

Asterians The Asterians who tread the neodurium in the DGB are almost certainly not what they appear. The Asterian philosophy espouses the avoidance of violence at all costs, to the extent that when they go to war it is done remotely via artificial drones and combat chassis controlled by neural link. That a race which goes to this much effort to avoid physical danger on the battlefield would field players in a game like DreadBall stretches credibility, but the fans have never cared because the ‘Asterians’ put on a good show. Whether they are a product of genetic cloning, surgically altered humans or simply Asterian prisoners has never been clear, but they

play DreadBall well enough that the masses are entertained, which is the main thing. Those that appear on the Xtreme circuit are no clearer in their provenance. Some whisper that they are the rejects from whatever procedures create the DGB ‘Asterians’, others that they are escaped prisoners with nowhere else to go, rejected by their own society. Whatever the truth, they have a reputation as quick, capable players with more than enough cunning and athleticism to offset their slight frames.

Kalyshi The Kalyshi are a sub-culture of the Asterian people, who thrive on the sensation of visceral experience. Where the Asterians generally avoid conflict and physical danger, the Kalyshi actively seek out and embrace it, trusting that the great universal balance which is so crucial to the Asterian philosophy will right itself regardless of what any mortals may do.

Dreadball xtreme: Player manual

Asterians

culture that thrives on violence and sensation, Kalyshi often operate as pirates and raiders. Mixing with other degenerates on the fringes of civilisation, it was inevitable that they would be exposed to Xtreme, and more so that they would fall deeply in love with the game. The Kalyshi who play Xtreme are hardened corsairs and mercenaries, and play the game as much for the potential financial rewards as for their love of the visceral. These are not the semi-retired, peaceful facsimiles of the DGB but the real deal – fast, lethal and graceful.

These qualities make DreadBall an attractive proposition to the Kalyshi, and indeed there are several teams now who play in the official DGB leagues. However, the Kalyshi first discovered and embraced DreadBall in its Xtreme form. Being a

Speed

Skill

Armour

Groups

6

5+

3+

4+

4+

Cunning, Vicious

15mc 10mc

7mc

Poison Blade

Asterian Jack

6

5+

3+

4+

5+

Asterian, Cunning

15mc 10mc

7mc

Fragile, Poison Blade

Asterian Striker

6

5+

3+

4+

5+

Cunning, Striker

20mc 13mc

8mc

Fragile

Kalyshi Jack

6

5+

3+

4+

5+

Asterian, Vicious

17mc 11mc

7mc

Backstab, Shove

Kalyshi Striker

6

5+

3+

4+

5+

Asterian, Big Picture

23mc 15mc 10mc Jump

Notes

Friend

Strength

Asterian Guard

Ally

Move

Stranger

Cost

21

In an empire as widely spread out as the GCPS, there is never a shortage of wrongdoers, nor of places to put them. Whole corporations exist purely on the contracts from the Council to build penitentiary facilities, produce (mostly) non-lethal methods of capture and incarceration and generally devise ways of making the lives of criminals more confined and infinitely less pleasant. It is an unavoidable side effect that many of those who work with such degenerates and outcasts are themselves of a certain brutal and corrupt disposition, especially when one considers the pay and social status that accompany jobs in the penal system. DreadBall Xtreme might almost have been tailor made for these people and their charges.

Convict teams for the most part are desperate men, with no hope of a life outside prison walls. Just to make sure though, they are all fitted with explosive collars, first developed by the Quan-Tso Corporation as a viable method for controlling large inmate populations when cell space became overcrowded. Most of the convicts who play in Xtreme are vicious career criminals who would rather fight and die than run anyway, but the collar makes sure of the fact. Sponsors who employ convicts usually do so as so-called pitch fodder, used to be thrown at the opposition to grind them down, with little hope of their survival. Life is cheap in the GCPS, and the life of a convict doubly so, measured in handfuls of credits exchanged in shady deals.

Speed

Skill

Armour

Groups

Convict Guard

5

3+

4+

5+

4+

Convict, Vicious

23mc 15mc 10mc

Convict Jack

5

4+

4+

5+

5+

Convict, Greedy

9mc

6mc

4mc

Explosive Collar

Convict Striker

5

4+

4+

4+

6+

Convict, Cunning

12mc

8mc

5mc

Explosive Collar

Notes

Ally

Friend

Strength

Stranger

Cost

Move

Dreadball xtreme: Player manual

Convicts

Explosive Collar, Threatening

Crystallans Crystallans are well-known in the DGB as stubbornly independent, refusing to bow to the pressure for sponsorship from any corporation and funding their own entry to the Leagues. Remnants of a once vast and mighty empire wiped out by a long war with the Star Realm, these bizarre life forms now exist in small, isolated bands which wander the cosmos. Those collectives which are large and wealthy

enough ply the DGB leagues. The smaller, more isolated bands operate in Xtreme, hoping that they will manage to accumulate enough wealth to move onwards and upwards. The specific agenda of the Crystallan people as a whole is never really clear – all that is certain is that they have a particular loathing of the Forge Fathers, which is all the more apparent when a Crystallan team faces a Forge Father one.

22

Speed

Skill

Armour

Friend

Notes

4

3+

5+

4+

4+

Proud, Guard, Hates Forge Father

18mc 12mc

8mc

Harmonics

Crystallan Jack

4

3+

5+

4+

5+

Proud, Alien, Hates Forge Father

15mc 10mc

7mc

Harmonics

Ally

Strength

Crystallan Guard

Groups

Move

Stranger

Cost

Forge Fathers The strength and tenacity of the race known as the Forge Fathers are legendary, and their place in DreadBall was assured right from the first time a team of these short, tough aliens first stepped onto the neodurium. Though the original deal was for Forge Father teams to play in the DGB leagues to facilitate trade deals with the GCPS, they soon found that they had a taste for the sport, and it has become somewhat of an institution in Forge Father society as much as it has for humanity.

Forge Father players on the Xtreme circuit tend to be those who have failed to make an impact in the Leagues, or have succumbed to injury or are in desperate need of quick money to feed an expensive habit. They are no less dangerous for this though, and Forge Father players are highly sought after by sponsors who want a bit of impetus added to their attacking line. As the saying goes, the worst Forge Father player is generally worth two of any other.

brokkrs Brokkrs by nature are generally a little more free spirited than their more stoic brethren. Employed by the Star Realm as roving merchants in search of new mining opportunities and generally left to their own devices, they are often wont to get involved in activities that their cousins might find a little objectionable. It is common knowledge amongst a certain section of GCPS society that Brokkrs often turn up in areas where Containment Protocol has been declared, using the circumstances to grab valuable mineral deposits and scrap quickly and often taking the opportunity of a quick scrap with whoever gets in their way or indeed happens to be in the vicinity.

When it comes to Xtreme, Brokkrs see it as just another method of working off excess tension and getting paid into the bargain. More hot-tempered and prone to emotion than Forge Fathers, Brokkrs find that Xtreme provides them with an ideal outlet, and many of the travelling outfits sent out by the Star Realm to comb the galaxy on their behalf take advantage of their open remit to make some additional funds on the side engaging in the game. More cunning than their cousins, they are just as valuable as players, and their services are always in demand. It is a rare occasion indeed when a Brokkr is turned away by a coach, and usually down to inherent prejudice or a simple lack of funds.

Dreadball xtreme: Player manual

Forge Fathers

4+

4+ Forge Father, Vicious

Forge Father Jack

4

3+

5+

4+

4+

Forge Father Striker

4

3+

5+

4+

Brokkr Guard

4

3+

5+

Brokkr Jack

4

3+

Brokkr Striker

4

3+

Notes

Armour

5+

Friend

Skill

3+

Ally

Speed

4

Stranger

Strength

Forge Father Guard

Groups

Move

Cost

Steady

20mc 13mc

8mc

14mc

9mc

6mc

5+ Forge Father, Striker

14mc

9mc

6mc

4+

4+ Forge Father, Guard

21mc 14mc 10mc Steady

5+

4+

5+ Forge Father, Worker

14mc

9mc

6mc

Steady

5+

4+

5+ Cunning, Forge Father

12mc

8mc

6mc

Grizzled, Steady

DreadBall, Forge Father

23

Dreadball xtreme: Player manual

Hobgoblins To say that Hobgoblins are unpopular would be something of an understatement. Even their cousin races the Orcs and Goblins are loathe to have much to do with them. This is generally attributed to their insanely poor levels of personal hygiene – the average Hobgoblin adult can be smelled long before they are seen, and a bite from one can be lethal just due to the sheer number and variety of harmful bacteria and germs that their mouths harbour. They are also renowned for their sense of inventive cruelty, which does them no favours. When Orcs and Goblins first joined the DGB leagues, the Hobgoblins thought to follow, but their early

attempts saw rejection and failure and they turned in desperation to the Xtreme circuit. Nowadays of course, Hobgoblin teams are allowed in the leagues, but that hasn’t diminished the numbers of them playing Xtreme – if anything it has actually seen an influx of new Hobgoblin players to the underground game, eager to try and replicate the success of those first pioneers who lit up the underground pitches and saw their kind finally accepted at the League table. DreadBall is the great leveller, and the Hobgoblins reason, in their own ineffable way, that the more widely accepted they are in the game the more widely accepted they will be in real life as well. It hasn’t worked yet, but that won’t stop them trying.

24

Notes

Friend

Ally

Stranger

Groups

Armour

Skill

Speed

Strength

Move

Cost

Hulk Guard

5

3+

5+

5+

4+

Psycho, Vicious

Mighty, Steady, 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

In many ways, humans are the perfect DreadBall players. It was of course a human who invented the sport in the first place, to be played by his human soldiers while they were between combat zones. It is a game whose rules, regulations and entire concept was based around the dimensions, capabilities and strengths of a human being, albeit a peak condition, military trained one. Moreover, given the propensity of humanity to adapt and survive wherever it casts its attentions, leading to the sprawling realm that is the GCPS it should come as no surprise that they have adapted to dominate the DreadBall universe as well. Human teams are the largest percentage in the DGB leagues, and it is much the same story in the Xtreme game as well.

Whether they are guests of the penal system, mercenaries for hire, Rebel soldiers and commanders or simply men and women who are bored, humans dominate the illegal version of DreadBall as much as they do the legitimate one. While not excelling at any particular area of the game, humans tend to be good enough at every area of the game that they can more than keep up with other races. And being the most numerous race to play the game, they tend to be the cheapest players for a sponsor to use. Regardless of species, a savvy coach will do well to have as many humans in reserve as possible, even if only to throw on as pitch fodder in a losing game.

Dreadball xtreme: Player manual

Humans

Skill

Armour

Groups

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

Void Siren Jack

5

4+

4+

4+

5+

Cunning, DreadBall

14mc

9mc

6mc

Void Siren Striker

5

4+

4+

4+

5+

DreadBall, Striker

15mc 10mc

7mc

Notes

Speed

5

Friend

Strength

Trontek Guard

Ally

Move

Stranger

Cost

Running Interference

25

Dreadball xtreme: Player manual

Judwan Judwan are peaceful by nature – almost pathologically so. One might consider the almost total erosion of their society and loss of their home thanks to the predations of the GCPS to be an indictment of their peaceful and completely non-confrontational ways, but the Judwan tread a different, more philosophical path, and seem to have some bigger universal picture in mind. The ancient art of Mu’shen’wan, practiced by all Judwan from birth, puts them in complete harmony with their physicality, allowing them to perfectly interact with their environment and everything in it. This also makes them ideal DreadBall players.

Given their lack of much status in the GCPS, with most of them condemned to a wandering life, it is perhaps less surprising than it might initially appear that these passive creatures should find themselves in the Xtreme arenas. The truth is that the smaller and poorer bands of Judwan refugees have limited choices, and their natural aptitude for the game means that they are at least likely to earn a few credits by participating. They don’t try to take out the opponents, preferring indeed if they don’t touch them at all, and they are one that rare breed of Xtreme players who will actually focus on attempting to win the game through points rather than attrition.

26

5+

Proud, Striker

23mc 15mc 10mc

Notes

4+

Friend

Armour

4+

Ally

Skill

5+

Stranger

Speed

6

Groups

Strength

Judwan Striker

Move

Cost

Long Arms, Misdirect, Pacifist

Malevolent multi-limbed creatures from a nightmare dimension outside reality, the only reason the Koris are not squarely at the top of the Council’s list of dangerous xenos races is that for all their terrifying advancement, they show no signs of any conquering intent as a species. Indeed, they seem to take perverse pleasure in simply torturing small groups of individuals, ambushing unwary travellers and teleporting them to their own dimension to play with at their sadistic whim. For many years, their portal abilities meant that they were excluded from the DGB leagues as having an unfair advantage. To the crowds who watched Xtreme though, teleportation combined

with the cruel ‘humour’ of the Koris made for an excellent spectacle, and their players were amongst the most popular to be seen in underground games. Sponsors who pay a Koris team have to hope that the game they provide is entertaining enough that the creatures won’t feel the need to seek diversion in them instead, and even the bravest and most feared sponsors will only seek to hire them if they have particularly difficult opponents for them to face. It is rare for Koris teams to face one another, as the fun of dragging screaming individuals to their dark nether realm is somewhat negated if the victim hails from it.

Dreadball xtreme: Player manual

Koris

Armour

4+

4+

4+

Hunter, Vicious

18mc 12mc

8mc

Gotcha!, Spinner

Koris Jack

4

4+

4+

4+

5+

Alien, Tech Guys

17mc 11mc

8mc

Portal, Spinner

Koris Striker

4

4+

4+

4+

5+

Cunning, Tech Guys

17mc 11mc

8mc

Spinner

Notes

Skill

4+

Friend

Speed

4

Ally

Strength

Koris Guard

Groups

Move

Stranger

Cost

27

Dreadball xtreme: Player manual

Kovossian Mutants The tales of the secret research facility on Kovoss and what exactly goes on behind those reinforced walls are many and lurid. General consensus has it that it is a site of bio weapon experimentation, the results of which are various mutated individuals developed as a result of exposure to the Plague, other bio engineered diseases or simply the mad whims of scientists who operate beyond all ethical limits. Whatever the truth, the name of the facility has become synonymous with mutants of all stripes, though particularly those seen in the company of Doctor Zarathusa Kain.

The Xtreme circuit, with its lack of rules and regulations, is an ideal place for mutants to play. For the right sponsor with a strong stomach, mutants represent the perfect solution to almost any problem – whether you need faster players, players more likely to catch the ball or simply players big and tough enough to steamroller through the opposition, you can either search for naturally occurring perfection and hope you get lucky, or you can shortcut the process and give nature a hand. Mutants are far from cheap, 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 circuit that the business of mutating players for purpose was originally conceived and allowed to flourish. The scientists engaging in these activities tended to be at the shadier edges of the ethical spectrum as far as their profession was concerned, and needed an environment in which they could not only operate to make their modifications but also test them out with no fear of consequence. The scientific community sneers at those scientists who operated in this area in those early days much the same way that the DGB sneers at Xtreme, but as with the sport itself, those mainstream scientists owe a lot of the breakthroughs in what the Council will allow to the successes of those pioneers. Today, mutating for money is a big business in

Xtreme. For the right payment, a sponsor can pretty much tailor a player or players to be able to play the game however they want them to, and to excel in that method too. Strong stomachs are required though, not just because of the ethical concerns but also the possibility of failure and the need to recycle whole or part bodies during and after the process. The process begins with a basic human template. This is the most easily grown and most easily manipulated. That is the reference point. This can then be modified by adding different limbs, head or legs depending on the intended role the player will take. Any parts that are not upgraded will remain outwardly human, though there may be internal improvements as well. Whether the end result is still human or not is the matter of some debate.

Pick and mix In game, a Sponsor can create the player(s) they want by using the following system.

the Mutants in the same way as every other player. Mutant groups are listed by player role, below.

Start by choosing the player role you want to create. Read through the options for that role and choose which you want to add to this player. The total cost of that player is simply the costs of the upgrades plus their basic cost. That player’s stat line will be the basic stat line listed for that role, modified by their upgrades.

Each part (head, arms, etc) may only be upgraded once. This includes Internal and Additional upgrades.

Sponsors must compare their groups to those of

28

When you upgrade a body part you should change the player’s model accordingly. Internal upgrades do not require modelling. The following upgrades are available. You cannot mix options from different roles on the same player.

Vat Brothers, Vicious

17mc 11mc

8mc

Stranger

Ally

Friend

Stat/Ability changes

Threatening

6mc

4mc

3mc

Alert

2mc

1mc

1mc

Tentacle

Gotcha!

6mc

4mc

3mc

Teraton

3+ Strength, Keeper

12mc

8mc

6mc

3+ Strength

5mc

3mc

2mc

Grizzled

6mc

4mc

3mc

Can’t Feel A Thing

5mc

3mc

2mc

Upgrade type

Upgraded body part

Cost

Grogan

Head

Nameless

Arm(s)

Z’zor Blade Enhanced Muscle Density

Internal

Skeletal Reinforcement

Dreadball xtreme: Player manual

4+

Notes

4+

Friend

Armour

4+

Ally

Skill

4+

Stranger

Speed

5

Groups

Strength

Kovossian Guard

Move

Cost

4+

DreadBall, Vat Brothers 11mc

7mc

5mc

Notes

4+

Friend

Armour

4+

Ally

Skill

4+

Stranger

Speed

5

Groups

Strength

Kovossian Jack

Move

Cost

Additional

Internal

Stat/Ability changes

Friend

Torso & Legs

Ally

Arm(s)

Stranger

Head

360 Vision

3mc

2mc

1mc

A Safe Pair Of Hands

3mc

2mc

1mc

Move 6, Duck & Weave

8mc

5mc

3mc

Jump

3mc

2mc

1mc

Tail

3mc

2mc

1mc

Stretch

3mc

2mc

1mc

5mc

3mc

2mc

Upgrade type

Upgraded body part

Cost

Compound Eyes Z’zor Blade Yndij Kraaw Wings Sphyr Tail Enhanced Twitch Response

Accelerated Regen Quick Recovery

29

Vat Brothers, Weird Science

17mc 11mc

Notes

5+

Friend

Armour

4+

Ally

Skill

4+

Stranger

Speed

4+

Groups

Strength

5

8mc

Judwan

Alert

2mc

1mc

1mc

Asterian

Dirty Tricks

6mc

4mc

3mc

Judwan

Long Arms

6mc

4mc

3mc

Tail

3mc

2mc

1mc

Augmented Focus

3+ Skill

6mc

4mc

3mc

Accelerated Metabolism

Move 6

5mc

3mc

2mc

Upgrade type

Friend

Internal

Ally

Additional

Stranger

Head

Stat/Ability changes

Cost

Arm(s)

30

Move Kovossian Striker

Upgraded body part

Dreadball xtreme: Player manual

Cost

Veer-myn Tail

Given their build, disposition and great natural ability to inflict violence, it was inevitable that Orcs would come to play DreadBall. Whether the Orcs and Goblins who play in the Leagues are genuine examples of their kind is a matter that occupies fans in debate to this day, showcasing how little the average law abiding citizen really understands about these professional mercenaries who have turned soldiery into a wellpaying profession. In Xtreme, the Marauders have a game in which they don’t have to worry about limiting themselves and

following rules. If DreadBall is a game that they are ideally suited for, Xtreme is the game that they were born to play. Bands of Marauder mercenaries who are between jobs, looking to make some additional cash or just bored will often hire themselves out on the Xtreme circuit to play a few games, smash a few heads in and generally relax the only way that they know how. Marauders are always welcomed by the Xtreme crowds, who never tire in seeing them demonstrate their awesome capabilities. The Xtreme pitches are like canvasses on which they can paint their masterpieces of pain. Often in the blood of their opponents.

Armour

4+

5+

4+

Guard, Psycho

20mc 13mc

8mc

Marauder Jack

5

5+

3+

4+

5+

Outcast, Worker

14mc

6mc

9mc

Notes

Skill

3+

Friend

Speed

5

Ally

Strength

Marauder Guard

Groups

Move

Stranger

Cost

Dreadball xtreme: Player manual

Marauders

Martians Nobody is quite sure where these dome-helmeted freaks came from, and it doesn’t help that they speak the standard language only when it suits them. Carrying guns onto the pitch was seen as a bit much, even by the bloodthirsty masses who follow Xtreme, but after the first few hundred protestors had been vaporized, the consensus was quickly reached that objecting to the weapons in a sport with a high rate of fatalities which had no real rules anyway was largely pointless, especially when those weapons may just as easily end up being pointed at you.

Whether these ‘Martians’ actually understand the point of Xtreme is unclear. They rarely seem to take much interest in scoring, and even though the crowds have embraced the changes that they have brought, it is still not uncommon for them to disintegrate as many spectators as opposing players in any given game. This gives games involving these creatures an exciting frisson, in addition to that provided by the random and often incredibly violent nature of their arrival for games. Despite all of this, they have 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.

Armour

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

Notes

Skill

4+

Friend

Speed

5

Ally

Strength

Martian Guard

Groups

Move

Stranger

Cost

31

Dreadball xtreme: Player manual

Mechanites The biggest difference between DGB-sanctioned robots and their unlicensed equivalents mainly comes down to the motivations behind their creation. While professional robot teams are slick, crowdpleasing droids with the ability to change shape and enact any one of a huge number of Showboat subroutines, the robots that are found participating in the underground arenas tend to be a little more practical. Some are the result of group builds, others are made by obsessive engineers and tinkerers, but they are almost all patchwork creations made from construction mechs, clearance drones or outdated military hardware picked up at grey-market auctions. It’s wrong to assume that this makes them ineffective. In fact, unbound by the myriad rules and regulations that hold back their registered counterparts, their creators have the chance to be a lot more creative when equipping them. Tesla projectors, demolitions gear, magnetised ballslings and even jet units are a common sight in the

underground leagues. In the early days there was a preference to at least attempt to make them look like their fancier equivalents, but as the crowds cottoned on to the idea that illegal robots could be so much more entertaining, this was cast aside in favour of making them as different as possible. It was at this point that the term “Mechanite” was first tossed around, and it’s stuck ever since. Sponsors who field Mechanites in their teams tend to do so both because of their crowd-pleasing potential, but also because of how easy it is to replace them. They are a perfect choice for less morally ambivalent Sponsors, or those who would rather not go through the effort required to find new flesh-and-blood players after each game. It’s much easier, and more ethical, to be able to crack open the hood and strip out the damaged parts or just build a whole replacement unit.

Robots Robots are in many ways the ideal Xtreme players. Durable, easily rebuilt after being dismantled and able to be tailored to any specific role on the pitch, they represent a decent investment for any sponsor with capital to spare. There are plenty of enthusiastic engineers from amateur tinkerers to professional engineers and even ex corporate and military designers willing to earn a few creds on the side developing machines for less reputable individuals, especially when they don’t have to worry about rules, regulations or any health and safety concerns. The robots of the DGB leagues may be far more advanced and sophisticated in appearance and aesthetic design, but those found in Xtreme take

the possibilities of machine-based lethality on the pitch to a whole other level. Though often functional – even ugly – in appearance, these glorious death machines are never less than popular and games involving robots will often sell out quicker than other comparable games. Perhaps it is the certainty of carnage, the morbid fascination of watching a team that can literally be dismantled before their very eyes or simply the cool factor, but the crowds who follow Xtreme seem to have taken Mechanite players very much to their hearts. As long as that continues, then those who create these contraptions will remain busily engaged in work.

Nuts And Bolts A Sponsor can create one or more different types of robot player using the following steps. 1. Decide on the role you want the robot to play in by selecting its Basic Coding. You will see that this will restrict some options later. 2. Choose one option from each of: locomotion, chassis, and head – these will help to make the player unique.

32

3. Select 2 arms – one for each side as you might expect. 4. Finally, if you choose, you may add as much optional programming as you like, subject to the restrictions on player type that each one comes with. These will help to individualise each player further.

BB If a new part adds or improves a stat or

All robots have the following groups: Mr Roboto, Tech Guys. A robot’s final stat line is made up of the stats and abilities listed in the separate parts. If the same stat is listed for two different parts, keep the better value. For example, if part A says Strength 3+ and part B says Strength 4+ then use 3+. All other stats and abilities attached to both parts are used. There is no benefit for having the same ability twice.

ability then you must pay for it.

BB If a new part does not add or improve a stat or ability then you get it for free.

By the time you have added the cost of the last programming option you select you will have calculated the total cost of the robot. Note that these costs, like any other DBX player, vary depending on how many groups you have in common.

The model parts for the robot player can be assembled in the same order as you make the 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.

Striker

Stats/Ability Changes

Friend

Mechanites Striker

Jack

Ally

Mechanites Jack

Guard

Stranger

Mechanites Guard

Role

Type

Cost

Guard role bonuses

6mc

4mc

3mc

Jack role bonuses

3mc

2mc

1mc

Striker role bonuses

6mc

4mc

3mc

Dreadball xtreme: Player manual

The cost of each player is worked out as you go along as follows:

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.

Ally

Friend

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

Role

Quad wheels (A)

Type

Stranger

Stats/Ability Changes

Cost

B

C

D

E

33

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.

Ally

Friend

Strength 4+

3mc

2mc

1mc

Speed 4+, Strength 5+

5mc

3mc

2mc

Strength 5+

2mc

1mc

1mc

Strength 4+, Can’t Feel A Thing

8mc

5mc

3mc

Role

Stranger

Stats/Ability Changes

Cost

Type

Dreadball xtreme: Player manual

Chassis

Chassis A

Any

Chassis B

Jack or Striker

Chassis C

Any

Chassis D

Jack or Guard

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.

Ally

Friend

Skill 5+, Gotcha!

8mc

5mc

3mc

Any

Skill 4+, Speed 4+

6mc

4mc

3mc

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

34

Stranger

Jack or Guard

Quadeye (B) Radar (C)

Stats/Ability Changes

Cranehead (A)

Role

Type

Cost

B

c

d

e

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.

Ally

Friend

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

Skill 4+

3mc

2mc

1mc

Long Arms

6mc

4mc

3mc

Skill 4+

3mc

2mc

1mc

A Safe Pair of Hands

5mc

3mc

2mc

Role

Type

Stranger

Stats/Ability Changes

Cost

Hand* (F)

Any

Tesla Launcher* (G)

Jack or Striker

Claw* (H)

Any

Glove* (I)

Jack or Striker

Dreadball xtreme: Player manual

Arms

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.

Ally

Friend

Any

Grizzled

6mc

4mc

3mc

Tactics Upgrade

Jack

Run Interference

3mc

2mc

1mc

Alert

2mc

1mc

1mc

Stretch

3mc

2mc

1mc

Situational Awareness Motion Focus

Role

Damage Control

Type

Stranger

Stats/Ability Changes

Cost

Jack or Striker Any

Robot Armour This is always 4+.

35

Dreadball xtreme: Player manual

nameless The Nameless acquired their moniker and their reputation for mystery from the simple fact that nobody can understand a word that they say. Indeed, it is necessarily speculation that the different shapes and sizes of those classified as Nameless are even the same species, the series of shrieks, clicks and whistles in which they communicate being unintelligible to other races. However, what has become clear, through painstaking partial translation and more simple observation, is that the Nameless love DreadBall. There are several Nameless teams in the DGB leagues, and they have somewhat of a dedicated cult following amongst the fans. In Xtreme, the Nameless

find themselves in demand for their extraordinary skills on the ball as well as their prodigious strength and ability to hospitalize anyone who gets in their way. Best of all, though they tend to be good at the sort of focused violence which entertains the average DBX crowd, they rarely fatally injure other players, and so they are very popular as opponents to face amongst coaches with less resources as well as of course the players themselves. In fact, there are very few downsides to the participation of the Nameless in Xtreme, and this is perhaps why their participation in the underground version of DreadBall outstrips their participation in the DGB leagues by some considerable margin.

36

Speed

Skill

Armour

Stranger

Ally

Friend

4

4+

4+

5+

4+

Alien, Cunning

14mc

9mc

6mc

Nameless Guard (Hard)

5

3+

5+

4+

4+

Alien, Vicious

23mc 15mc 10mc

Can’t Feel A Thing, Steady

Nameless Striker

6

4+

4+

4+

5+

Alien, Striker

20mc 13mc

A Safe Pair of Hands

8mc

Notes

Strength

Nameless Guard (Sticky)

Groups

Move

Cost

Gotcha!

The Rebellion is not the coherent organisation that some may think. Spanning the galaxy and including members from many different species, all with their own beliefs, cultures and agendas, it is more of a catch all label for those disaffected with the status quo than a serious organisation. It is therefore no surprise that despite the apparent admittance of Rebel teams into the DGB leagues, there are still many active Reb players in the Xtreme game. The attraction of Xtreme to Rebs is obvious – not only does it represent an ideal opportunity to make money to further their cause, but it is also a counter culture,

aimed at undermining the DGB and by extension the Council themselves. The different species found in the Rebellion mean that teams can be tailored to have strengths which match their opponents, and from the perspective of the crowds variety on the pitch is always welcome. It is rare for the Rebs in DBX to do much in the way of promoting their ideology – they prefer to let their play do the talking for them, and it is an interesting but little-acknowledged fact that recruitment to the Reb cause seems to rise significantly more in relation to Xtreme than to the Reb teams in the DGB.

Dreadball xtreme: Player manual

Rebels

Armour

4+

5+

4+

Rebel, Vicious

18mc 12mc

8mc

Pummel

Rebs Gaelian Jack

7

4+

4+

4+

5+

Outcast, Rebel

20mc 13mc

9mc

Charge!

Rebs Sorak Jack

5

4+

3+

4+

5+

Alien, Rebel

15mc 10mc

7mc

Safe Pair of Hands (Feet)

Rebs Ralarat Striker

6

5+

4+

3+

5+

Cunning, Rebel

23mc 15mc 10mc

Notes

Skill

4+

Friend

Speed

5

Ally

Strength

Rebs Rin Guard

Groups

Move

Stranger

Cost

Jump, Slippery Customer

37

Dreadball xtreme: Player manual

robots In the DGB leagues, mechanised teams have been a fixture for some time. The military grade chassis and state of the art AI subroutines of these constructs have proven a great crowd pleaser, and despite some initial reservations on the part of the governing body, these mechanised team are now an embedded part of DreadBall culture. While the majority of robots playing in Xtreme are the results of the tinkering of various questionable geniuses in scrap yards, it is not unheard of for some of these more elite machines to be found in the underground game. Sponsors with enough money or influence can always find someone to ‘acquire’ some robots for them from a league team or even direct from the manufacturer. Others will simply go direct to source and obtain them themselves – after all, you don’t

become an Xtreme sponsor by playing by being a pushover. There are even suggestions that a few corporate teams, such as the shady Xan-Huq Pistons, are in the business of supplying their machines to the highest bidders on the black market. However they are sourced, machines acquired for Xtreme much the same as their league counterparts, with the same dazzling speed and the capability to switch from one role to another in a simple twist of mechanics. Maintaining them is a specialised occupation – in Xtreme, even military grade machinery can get damaged beyond normal repair – so whole teams of them tend to be the preserve of the scariest and richest sponsors on the circuit.

38

4+

4+

Robot Jack

6

4+

4+

4+

4+

Robot Striker

5

5+

3+

4+

5+

Mr Roboto, Tech Guys

-

-

-

21mc 14mc -

-

9mc -

Notes

Armour

5+

Friend

Skill

3+

Ally

Speed

5

Stranger

Strength

Robot Guard

Groups

Move

Cost

Quick Change Artist Quick Change Artist Quick Change Artist

With their homeworld devastated by corporate greed and their people much diminished, the majority of the Sphyr race fled from the GCPS in small groups to hide in the darkest corners possible as they decided what to do next. Unsurprisingly, revenge against those who had caused their fall was high on their agenda, and this required money, resources and infrastructure. Some chose to acquire this by acting as mercenaries or even by joining the DGB leagues in order to start bringing the whole system down from within. Far more decided that they would rather die than take money from any corporate source, regardless of the ultimate aim, and sank themselves into the seedy underbelly of the Xtreme game.

Sphyr players are not especially gifted in any one area of the game, but neither are they particularly deficient in any part either. They are in fact closest to humans in their ability to cover most aspects competently, and are therefore valued players on the Xtreme circuit. For their part, Sphyr players don’t much care who they play for as long as they get paid, and most sponsors are happy to comply with their request that half of their pay gets donated to their particular group if they themselves get killed, especially as the group itself will deal with disposal of the body, an often overlooked and expensive part of the process.

Skill

Armour

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

Notes

Friend

Speed

6

Ally

Strength

Sphyr Guard

Groups

Move

Stranger

Cost

Dreadball xtreme: Player manual

Sphyr

Teratons The Teraton Empire is a sterling example of what happens to races too naïve to understand the mechanisms of the GCPS. Welcoming the humans with open arms, it wasn’t until their society was falling in tatters around them that they realised their mistake. Most of the Elders accepted that fate had dealt them this hand, and resolved to live out their lives peacefully as best they could within the new order in which they found themselves. Some of the younger Teratons however were a bit angrier, and many of these joined the Rebellion to fight against the empire which had cost them so much.

However, there are some Teratons who are neither idealistic enough to join their elders, nor passionate enough to fight on the front lines of the war with the GCPS. These individuals find themselves in all sorts of situations, from bodyguards to DreadBall players. A few find themselves on the Xtreme circuit, where they are able to earn money that doesn’t have the stink of the corporations on it, and avoid the disapproving looks and words of their elders. Teratons are naturally talented at DreadBall, being large, powerful and able to teleport. They are popular if expensive players, and a coach with the credits to spare will do well to secure the services of one or more of these enormous creatures.

Armour

5+

4+

4+

Alien, Vicious

23mc 15mc 10mc Teleport

Teraton Jack

5

3+

5+

4+

4+

Alien, Proud

15mc 10mc

7mc

Notes

Skill

3+

Friend

Speed

5

Ally

Strength

Teraton Guard

Groups

Move

Stranger

Cost

Teleport

39

Dreadball xtreme: Player manual

Tsudochan The criminal underworld that thrives around a game like Xtreme may seem like an odd place for a bunch of wandering monks to be spreading the good word, but if there is one thing that the Tsudochan have come to believe over the centuries it is that there is no corner of the cosmos where the light of enlightenment doesn’t need to be shone. Besides, where better to start people on the path to spiritual oneness than from the very bottom of where they might begin? It helps as well that there is a great deal of money to be made in the Xtreme game if one is good enough, and the Tsudochan have the natural advantage of

being able to manipulate objects around them. This is a good trick in the DGB but a priceless tactical advantage in Xtreme games, where the objects that you may be heading for or which might be heading for you have a greater chance of being lethal in the underground game. The ability to push these dangerous objects as well as other players away from your teammates is one that is incredibly valuable, and it is for this reason that even the worst and most lost of criminal sponsors will endure the endless preaching of a Tsudochan in order to secure their services.

40

5+

Alien, Weird Science

15mc 10mc

7mc

Notes

4+

Friend

Armour

4+

Ally

Skill

5+

Stranger

Speed

5

Groups

Strength

Tsudochan Jack

Move

Cost

Push

41

Dreadball xtreme: Player manual

When the Veer-Myn first appeared in the DGB leagues, theories abounded about their actual provenance. From vat-grown experiments to surgically altered humans, the conspiracy theories were only dampened by the rise of the Veer-Myn teams, which eclipsed all other concerns. Though not naturally gifted players, having terrible depth perception and lacking in physical strength, they are persistent, and it is this quality which allowed them to produce several very successful teams in the leagues. On the Xtreme circuit, nobody ever cared where the Veer-Myn came from or what their reasons were for

playing. They were cheap, vicious and numerous, making them ideal pitch fodder for sponsors of limited means or who just weren’t looking to spend much. For their part, Veer-Myn players are quite taken with the Xtreme game – for starters, their own kind are equally welcome to observe amongst the crowds, and the strangely democratic nature of the game means that they are far more equal in Xtreme than they ever could be in the DGB. As one pithy observer once put it, Xtreme is the perfect kind of gutter for these rats to run in.

Skill

Armour

Groups

6

4+

3+

5+

4+

Outcast, Vicious

18mc 12mc

8mc

Veer-myn Striker

6

4+

3+

5+

5+ Outcast, Striker

17mc 11mc

8mc

Notes

Friend

Speed

Veer-myn Guard

Ally

Strength

Stranger

Cost

Move

Dreadball xtreme: Player manual

Veer-myn

ZEEs When Zees hit the neodurium, the fans thought it was a joke. These tiny, genetically engineered monkeys started out as novelty half time entertainment and even when they progressed to actually forming teams, not much changed. Anarchic, almost impossible to control to any reasonable degree and full of a very malevolent sort of mischief, Zee teams are often viewed by DGB officials and professional coaches as being far more trouble than they are worth. In Xtreme, they can have their uses. It was noticed that once you had one Zee on its own, they were less prone to the manic capering and disregard of

whatever they were told. Also, thanks to the minute stature and natural agility, they were very adept at avoiding all of the regular sized players on the pitch and at picking their way around the obstacles and booby traps which inevitably litter any Xtreme play area. They are also cheap, which helps. It is not unheard of for whole teams of Zees to play Xtreme, though ‘compete’ is generally too strong a word for what they do. That said, their own unique brand of anarchy can be an entertaining diversion in and of itself, and so while Zee teams are rare, when they appear they tend to be popular.

42

5+

Pirate, Cunning, Weird Science

11mc

7mc

5mc

Notes

5+

Friend

Armour

3+

Ally

Skill

5+

Stranger

Speed

5

Groups

Strength

Zee Jack

Move

Cost

Runaround, Duck & Weave

In the early days of DreadBall, the Z’zor were one of the more peculiar species to grace the Neodurium, and it is testament to just how bizarre these insectoid creatures are that even in the wake of extra dimensional portal jumping nightmares and supra galactic peacekeepers emerging into the game, they still hold a fascination with the fan base. Z’zor, unlike most alien races encountered by the GCPS are just very definitely other, and their games have an undeniable car crash appeal.

On the underground circuit, where the enforced prejudices of the Council and the GCPS are far less important, the Z’zor are just another species to play ball with. Their Guards are often sought after by sponsors who want a good bit of stopping power in their lineup, but their Jacks and Strikers are equally good if you have the stomach and the credits. What the Z’zor get out of it is unclear – nobody ever really knows what it is that they spend their money on or 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 selfrespecting Xtreme fan or sponsor.

Speed

Skill

Armour

Groups

5

3+

4+

5+

4+

Insectoid, Vicious

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

Notes

Friend

Strength

Z’zor Guard

Ally

Move

Stranger

Cost

Dreadball xtreme: Player manual

Z’zor

Other Players There are many other species and types of DreadBall player who find their way into Xtreme. Some are indentured, others run out of options elsewhere and some simply prefer the freer style of the game and the lack of sponsorship obligations and interviews. Whatever the reason, any type of player likely to be found in the DGB will almost certainly be found somewhere in Xtreme for the right price. The only thing that unites all of these disparate players, from the Jetari drones to the Pusk Rampagers, is a usefulness somewhere in the theatre of carnage that is Xtreme. How far that usefulness will get them is not necessarily up to them or even to their talent - unlike the DGB, it is the individuals

who shape Xtreme in the form of the sponsors, rather than the player or indeed teams themselves. There are no franchises here beyond the reputation of the individual sponsor, and a list of casualties to rival most wars or viral outbreaks isn’t the hindrance here that it might be in the leagues. No player comes to the Xtreme circuit for a long career or fame and fortune. They are all puppets, dancing to the tune of whichever sponsor is willing to pay for their services, and hoping that they will survive long enough to spend it and start the whole process all over again. For the full rules for GIANTS, see page 52.

43

Strength

Speed

Skill

Armour

Stranger

Ally

Friend

J

3

3+

5+

4+

4+

Hunter, Plant

14mc

9mc

6mc

Jetari GL14 “Brawler”

G

4

3+

4+

5+

3+

DreadBall, Guard, Mr Roboto

24mc 16mc 11mc

Can’t Feel a Thing, Grizzled

Jetari SL22 “Thrower”

S

5

5+

4+

3+

4+

DreadBall, Mr Roboto, Striker

21mc 14mc

9mc

360 Vision, A Safe Pair of Hands

Nameless Bloodsucker

J

6

4+

3+

5+

4+

Alien, Insectoid, Vicious 18mc 12mc

8mc

Poison Blade, Steady

Pusk Rampager

G

4

4+

4+

6+

4+

Hunter, Psycho

18mc 12mc

8mc

Ram, Resilient

Vlorox Spinpede

S

4

3+

5+

4+

4+

Alien, Reluctant

17mc 11mc

7mc

Can’t Feel a Thing, Rolling

Can’t Feel a Thing, Tongue

Yndij Reaver

S

6

4+

3+

4+

5+

Alien, Rebel, Striker

24mc 16mc 11mc

Backflip, Duck & Weave, Jump

Zee Buccaneer

J

5

5+

3+

5+

5+

Cunning, Pirate

11mc

Duck & Weave, Runaround

Alpha Simian (GIANT)

J

5

4+

3+

4+

5+

Alien, Hunter, Reluctant, Hates DreadBall

45mc 30mc 20mc

Show Off, Stretch, Threatening

5+

Mr Roboto, Tech Guys, 4+ Vicious

41mc 27mc 18mc

Comin’ Through!, Threatening, Stretch

44mc 29mc 19mc

Can’t Feel a Thing, Show Off, Threatening

Barricade (GIANT)

44

Notes

Move

Avaran Treebeast

Groups

Role

Dreadball xtreme: Player manual

Cost

G

6

4+

3+

7mc

5mc

Big Mech (GIANT)

J

5

3+

4+

4+

Mr Roboto, Reluctant, 4+ Weird Science

Chovar (GIANT)

J

6

5+

5+

4+

5+

Alien, Outcast, Reluctant

35mc 23mc 15mc

Mind Control, Steady

Iron Ancestor (GIANT)

K

6

5+

5+

4+

5+

Forge Father, Vicious

48mc 32mc 21mc

Can’t Feel A Thing

Krastavor (GIANT)

J

6

4+

3+

4+

4+

Insectoid, Mr Roboto

41mc 27mc 18mc

Steady, Threatening, Stretch

Nameless Spawn (GIANT)

G

5

4+

3+

5+

4+

Hunter, Outcast, Alien

48mc 32mc 21mc

Gotcha!, Threatening

Sann-gar (GIANT)

K

5

3+

4+

5+

4+

Cunning, Hunter, Outcast

44mc 29mc 19mc

Threatening

Even if it wasn’t in their contracts, the global rules from the DGB about a player’s conduct prohibit them from taking part in games of DreadBall Xtreme. Absolutely. Entirely. Without exception. So, when Lucky Logan or Mee-Kel turn up in a dodgy match in the wrong part of town, they’ve got to be imposters, right? Of course they are. At least, that’s the line their publicist will inevitably take. The fact is that DreadBall Xtreme teams have seen all manner of instantly recognisable players in their ranks, and while their PR machines strenuously deny any involvement, the fans aren’t so sure. Maybe it was the wink Logan gave at his DNN interview on the topic of Xtreme, perhaps it is simply the quality of the kit the “imposters” wear, or their undoubted skills. Certainly if they are fakes then they have studied the originals very closely indeed: all the mannerisms

are in place, all the signature moves honed to an art. Could they be robots, clones, time-shifted simulacra? Many theories have been proposed, each more unlikely than the last. And still, despite the DGB’s repeated warnings of lifetime bans, they keep coming. And, if these really were the originals, what then? Why would they risk so much? Are they so jaded they need the visceral thrill of real danger, the possibility of exposure, or simply the challenge of untamed and unpredictable opponents? Whoever knows isn’t telling. Whatever the reason, the fans love it!

Note: Each of these players is unique and may only be taken once. However, it is possible that an opponent could have the same MVP in their team.

Dreadball xtreme: Player manual

The Old, Familiar Faces

Skill

Armour

Groups

3+

4+

5+

4+

Striker, Worker

21mc 14mc

9mc

Grizzled, Prima Donna*

G

6

4+

3+

5+

4+

Convict, Vicious

21mc 14mc

9mc

Backstab

Notes

Speed

5

Friend

Strength

G/S

Ally

Move

Asylum

Role Anne-Marie Helder

Stranger

Cost

A’Teo Adysi

S

6

4+

3+

4+

5+

Proud, Hunter

27mc 18mc 12mc

Duck & Weave, Backflip, Jump, 360 Vision

‘Brickbat’ Vognar

G

5

3+

4+

5+

4+

Pirate, Convict

23mc 15mc 10mc

Lucky, Steady

Brute Force

G

5

3+

4+

5+

4+

Mr Roboto, Rebel

18mc 12mc

Trail Blazer

Buzzcut

G

6

2+

4+

5+

4+

Vicious, Psycho

26mc 17mc 11mc

Grizzled, Can’t Feel a Thing

Crypt

G

4

2+

4+

5+

4+

Vicious, Proud

21mc 14mc

9mc

Harmonics, Steady

Dead Man Davitz

G

5

3+

5+

6+

4+

Vat Brothers, Weird Science

18mc 12mc

8mc

Grizzled, Can’t Feel A Thing

Dozer (GIANT)

G

4

3+

5+

4+

4+

Vicious, Hates Striker

44mc 29mc 19mc

Teleport, Threatening

8mc

Drake

G

5

3+

4+

5+

4+

DreadBall, Tech Guys

27mc 18mc 12mc

Can’t Feel a Thing, Quick Recovery, Really Lucky, Steady

The Enforcer

G

7

3+

3+

4+

4+

Vicious, Guard

23mc 15mc 10mc

Jump, Backflip

45

Friend

Notes

Ally

Stranger

Groups

Armour

Skill

Speed

Strength

9mc

Steady, Driller, Grizzled, Can’t Feel A Thing

The Excavator

G

4

3+

5+

6+

4+

Forge Father, Worker, Hates Asterian

21mc 14mc

Firewall

K

5

3+

5+

4+

3+

Machine-mind, Tech Guys

23mc 15mc 10mc

Lucky, Steady

Galdo

J

6

5+

4+

4+

4+

Rebel, Weird Science

14mc

9mc

6mc

360 Vision, Stubborn, Quick Recovery

Gorim Ironstone

S

5

3+

4+

4+

5+

Forge Father, Worker

18mc 12mc

8mc

Grizzled, Steady

Grak

G

5

3+

4+

6+

4+

Psycho, Guard

23mc 15mc 10mc

Pile-Driver, Uncontrolled

21mc 14mc

9mc

A Safe Pair of Hands, Grizzled, Running Interference

Hector Weiss

46

Move

Role

Dreadball xtreme: Player manual

Cost

J

4

4+

4+

3+

4+

DreadBall, Jack

Irsala

J

5

4+

3+

4+

4+

Alien, Cunning

18mc 12mc

8mc

Alert, Steady, Toxic, Gotcha!

John Doe

G

4

3+

4+

5+

4+

Alien, Guard

18mc 12mc

8mc

Gotcha!

Jonathan ‘Gabe’ Gabriel

J

5

3+

4+

4+

4+

DreadBall, Cunning

18mc 12mc

8mc

Show Off

Kailasa

G

6

4+

3+

4+

4+

Asterian, Big Picture

18mc 12mc

8mc

Backstab

Kryphos

J

5

4+

3+

3+

4+

Alien, Jack

35mc 23mc 15mc

Spinner, Portal Master, Crowd Puller, Gotcha!

‘Lucky’ Logan

J

6

4+

3+

3+

4+

Jack, Cunning

18mc 12mc

Really Lucky

Ludwig

J

6

4+

3+

4+

4+

Insectoid, Alien

23mc 15mc 10mc

Can’t Feel a Thing, Jump

Lyra the Fixer

J

6

4+

3+

5+

4+

Convict, Cunning

17mc 11mc

Stretch, Jump, Backstab

8mc

7mc

Pacifist, Long Arms, Misdirect, 360 Vision, Can’t Feel a Thing

Mee-Kel Judwan

S

6

5+

3+

3+

5+

Outcast, Big Picture, Proud

Mellisandra

J

5

4+

3+

4+

4+

Asterian, Vicious, Hates 26mc 17mc 11mc Proud

Stretch, Poison Blade

M’zei Kein

G

5

4+

4+

5+

4+

Vicious, Cunning

21mc 14mc

9mc

Push, Grizzled, 360 Vision

Nightshade

S

6

4+

3+

4+

5+

Hates Asterian, Proud, Psycho

18mc 12mc

8mc

Poison Blade

Number 88

J

8

4+

2+

4+

4+

Vat Brothers, Outcast

18mc 12mc

8mc

Mind Like Water, Jump

27mc 18mc 12mc

Armour

3+

4+

4+

Big Picture, Outcast

26mc 17mc 11mc

Phaser

The Praetorian

S

6

4+

4+

3+

5+

Asterian, Striker, Hates Mr Roboto

26mc 17mc 11mc

A Safe Pair of Hands, Can’t Feel a Thing

Reek Rolat

G

5

3+

3+

6+

4+

Hunter, Psycho

21mc 14mc

Can’t Feel a Thing

Rico Van Dien

S

6

4+

4+

3+

5+

Greedy, DreadBall

27mc 18mc 12mc

Jump, Show Off

Riller

J

5

4+

3+

4+

4+

Weird Science, Cunning

23mc 15mc 10mc

Show Off

9mc

Schnörkel

G

4

4+

4+

5+

4+

Proud, Alien

9mc

6mc

4mc

Fan Favourite, Klutz, Steady, Can’t Feel A Thing

Slippery Joe

S

5

5+

3+

4+

5+

Cunning, Striker

17mc 11mc

7mc

A Safe Pair of Hands, Jump

Thunder Chris

J

6

3+

3+

4+

4+

DreadBall, Jack

27mc 18mc 12mc

Grizzled, Even The Odds, 360 Vision, Threatening

Tycho Brahe

J

6

4+

3+

4+

4+

DreadBall, Psycho

18mc 12mc

Threatening

8mc

The Veteran

J

5

4+

3+

4+

5+

DreadBall, Jack

27mc 18mc 12mc

Grizzled, Duck & Weave, Quick Recovery

Wildcard

J

6

4+

3+

4+

4+

Asterian, Jack, Big Picture

21mc 14mc

Even the Odds

Wyn Greth’zki

S

5

5+

4+

3+

5+

Machine-mind, Striker, DreadBall, Hates Tech Guys

26mc 17mc 11mc

Duck & Weave, Alert

26mc 17mc 11mc

Steady, Can’t Feel a Thing, Quick Recovery, 360 Vision

Yurik Yurikson

G

4

3+

5+

4+

4+

Forge Father, Guard

9mc

Dreadball xtreme: Player manual

Skill

3+

Notes

Speed

6

Friend

Strength

J

Ally

Move

Phantasm

Groups

Role

Stranger

Cost

47

48

Dreadball xtreme: Player manual

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 enthusiasm that a devotee of the Xtreme game has for his chosen sport. They are beyond fanatical in their devotion to the game, and go to enormous lengths to get to matches run by their favourite Sponsors. If you have some DreadBall fan models then you can involve as many as you like in your DreadBall Xtreme games.

Placing Fans When a player earns a Fan Check, they may choose to place one or two Fan models on the pitch instead of taking a card. A Fan may be placed in any hex that is both within 2 hexes of the edge of the board, and not adjacent to any player. Each Fan model is placed individually. There is no limit to the number of Fans on the pitch at any one time.

Moving Fans Fans may be moved by either player. At the end of a Sponsor’s Rush, he may choose to move some of the Fans that are currently on the pitch. If he does so, roll one dice. This is the number of hexes he may move the Fan(s) in total. There is no limit to a Fan’s movement or to where they can stand. However, a moving Fan must stop as soon as they enter a hex that is adjacent to any player from either side. Fans trigger traps in exactly the same way players do.

Fan Threats Fans are an element of unpredictability and uncertainty on the pitch. They may be drunk, scared, drugged or simply excited beyond rational thinking. Whatever their state, they pose a challenge that players from both teams need to deal with carefully. Fans exert a Threat Hex against all players in each of the 6 surrounding hexes, not just the ones to their front.

Interacting With Fans Fans are usually on the pitch out of a misplaced sense of enthusiasm rather than any intention of harming the players or the match. Unfortunately, in the slam and rush of a game of DreadBall Xtreme, being on the pitch without armour or training can be hazardous to your health!

50

Exactly how a player decides to deal with this overenthusiastic follower depends on a number of things. See the choices below. However, regardless of what the player does, any interaction with one of the Fans is likely to get a reaction from the crowd. Sometimes this is determined by a Fan check, other times by a Crowd check (explained below). If a player starts his action adjacent, or moves adjacent to a Fan they may choose one of 3 different ways to deal with them: them out of the way! The player makes a ss Slam Slam against the Fan. The Fan rolls a 2 dice 5+

Dodge to avoid the Slam. If the Fan is knocked down then they are removed from the pitch and the player makes a Crowd check. Otherwise the Slam action is over and the Rush continues as normal.

past. The player shows off their skill by ss Shimmy ducking past the Fan. Roll Evade tests as normal

to move past the Fan. If the player successfully rolls to Evade the Fan in two different hexes then make a Fan check. In either case the Fan remains on the pitch and the player’s action is completed as normal.

an autograph. The player stops to sign ss Sign an autograph for the happy Fan. This ends the

player’s (but not his team’s) Rush and removes the Fan - who scampers off to show all his friends. Roll a Crowd check.

Crowd Check A Crowd check represents the cheering of both teams’ fans as each of the rival groups tries to drown out the other team’s supporters. Whichever one cheers the loudest will help boost their team. A Crowd check is a 3 dice 5+ test (X).

ss+1 per Cheerleader your team has in play.

Both players roll dice and compare results: Draw: both teams get a Fan check. Loses: the team’s supporters cannot be heard so their team get nothing. Wins: the team gets a Coaching Dice. Doubles: the team gets a Coaching Dice. If playing a league match, the team’s Sponsor also gets +1 dice when rolling to see if he increases his Rank at the end of the game. This is cumulative if it occurs multiple times in one game.

In the world of DBX there is no such thing as a permanent team. However, Sponsors often attract a loyal following of groupies and fans in a similar fashion, and become famed for putting on a good show. Cheerleaders are a part of this display. Xtreme cheerleaders aren’t the professionals you see beside the main arena games. Instead they are 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.

Acquiring Cheerleaders A Sponsor may include one or more cheerleader in his team when he builds it. In order to take any cheerleaders the Sponsor must allocate 1 of his extras to the task. This does not get him any cheerleaders, it just allows him the option of buying them. They are, however, not expensive.

Placing Cheerleaders Cheerleaders don’t go onto the pitch – that’s far too dangerous. Their presence is simply representational. They spend the game to one side of the pitch, beside their subs’ bench.

Go Team! The function of cheerleaders (beyond looking attractive) is to get the crowd going. Each time their team earns a Fan Check, their Sponsor may choose to “spend” up to one of their cheerleaders to make an additional Fan Check at the same time. Spending a cheerleader removes them from the game. Once a cheerleader has left a match they cannot return.

Dreadball xtreme: Player manual

New Rules – Cheerleaders in DBX

Cheerleaders also help boost Crowd Checks (see page 50).

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

52

Giants Without the endless red tape and concerns of the corporations and the Council to worry about, Giants were a feature of Xtreme long before they were ever admitted to the DGB leagues. Indeed, many commentators are convinced that it was the popularity of Giant players in Xtreme which prompted the DGB to re-examine its original rulings. Giants are an obvious fit for Xtreme – they are massive, strong and capable of laying waste to normal sized players in a variety of interesting, graphically violent and often terminal ways. Xtreme fans come to see blood and guts – literally – and Giants will always guarantee this in spades. Finding giant players to participate in Xtreme is never difficult. The GCPS is so large and aggressive in its expansion and drive that there are always individuals whose homes have been destroyed, or who have been genetically or mechanically engineered to wage violence against the world or who simply have nothing better to do. All of these individuals will find that they can generally make more money more quickly by taking to the underground pitches than by doing anything remotely honest or legal. Unlike most Xtreme players, giants are not often intimidated or forced into playing, and this combined with the additional spectacle and popularity that they will bring to a game makes them more expensive than most, though a worthwhile investment to any sponsor who can afford it. Of course, there will tend to be a snowball effect – sponsors are callous and uncaring when it comes to the lives of their players, but it is rare that they will want their whole team to be decimated with no answer, and so the hiring or rumour of hiring of a

giant for a game by one sponsor will inevitably lead to the other sponsor/s involved in the upcoming game to hire giants of their own. The great bluff of ’68 is still talked about with some amusement amongst seasoned fans, wherein a minor sponsor with no money managed to put out the rumour that he had hired a giant for his upcoming four way matchup. The other sponsors duly hired as many giants as they could get, who then turned up to a game against a swarm of Zees who spent the whole game running between their legs. Unfortunately the Zees got so caught up in chasing each other around that although they wore out their opponents, they didn’t score any points, and the whole match ended up being abandoned as a no score. Needless to say, sponsors are very careful about which rumours they trust in the run up to a game these days. Giants bring an additional level to your Xtreme games, and the rules for using them will expand and enhance your tactics in a variety of interesting ways. GIANTS are like normal DreadBall players, but bigger. At least, that’s how they like to think of themselves. However, in the game their sheer size means that they need some additional rules to cover how they interact with the smaller players. The new rules in this section are specifically for GIANTS and only apply to those players who have that title as part of their listed role. For example, the Sann-gar is listed as “GIANT – Guard” and so these rules apply to him. Except as noted below, the normal rules apply to 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...

BB Roll an additional dice for Armour Checks, Slams and Slambacks against non-GIANT opponents.

BB Have additional movement rules (see below).

BB May move out of Threat Hexes of non-

GIANTS without rolling to Evade. They must Evade as normal from other GIANTS.

BB Count as Steady when hit by non-GIANTS or

Dreadball xtreme: Player manual

Hiring GIANTS

Trap effects.

BB Have different arcs and Threat Hexes (see below).

Giant threat hexes

GIANTS have three Threat hexes as normal. However, they are in a different place from those of single hex players

giant arcs

Like a normal player, a GIANT has a front and rear arc.

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Moving GIANTS GIANTS may not take a Sprint action and the way they make Run actions is slightly different because of their larger base. When they take an action that allows them to move “a single hex” use these rules to move forward once. Note that this may actually mean that they cover two new hexes with their base (see the diagrams below). Unlike normal sized players, GIANTS must pay to turn as well as move forwards. A GIANT cannot move backwards. When moving forwards, a GIANT moves into its own Threat Hexes. For each hex a GIANT moves it must cover either one or two of its Threat Hexes with its 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 movement (regardless of whether one or two new hexes were covered).

are empty then move in and continue as normal. If the new hex contains a loose ball then attempt to pick it up or scatter it as normal. If one of the hexes the GIANT wishes to move into is already occupied by a standing opposing player then it may attempt to Brush Aside the occupant (see page 56). This will not work on other GIANTS, nor will it work if both new hexes are obstructed. Turning on the spot costs a GIANT two points of movement for that action. It may therefore not be done if the action only allows a move of “a single hex”.

Turning on the spot

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

Moving Straight Forward

pivoting

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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 and they remain in the Sub’s Bench. Remember that a GIANT can only Brush Aside a single model at a time.

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.

ssAll three hexes block Throws. a GIANT makes a Throw it must choose ssWhen one of its front two hexes as the point of origin. Resolve the Throw as if the GIANT was a single hex player in this position.

a ball hits a GIANT it may be caught or ssWhen scattered as normal. Roll scatters from the

hex it lands on, treating the other hexes of the 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 the same player then they do not get a new attempt to catch it. Simply scatter the ball again.

When a GIANT Slams another model, ssnominate one of its front two hexes as the

point of origin. Work out Threat Hexes using the whole base of the GIANT, but use this point or origin to determine the possible direction of any push back.

you are told to “turn to face” a GIANT as ssWhen a result of a test you may have more than one choice of positioning your player. The turning player’s Sponsor decides if there is an option. 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 must cover part of the GIANT.

a GIANT is pushed back it moves ssWhen “directly away” from its opponent. If the hexes

behind the GIANT are occupied then he cannot move as normal. If a GIANT is pushing another GIANT then use one of their front two hexes as reference and resolve it as if it was a single hex player doing the pushing as shown above.

Dreadball xtreme: Player manual

Large Bases and Everything Else

GIANT will trigger a Trap when any of its ssAbase hexes moves adjacent to it.

A GIANT cannot Brush Aside other players sswhen 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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New Actions There are three new actions available to some players. Each new action is restricted to players who have a specific ability. The required ability is shown in brackets after the action’s name in the same way that a limitation to a specific player role is. As with all other actions, each of these new options costs a Team Action Token, appropriate Special Move card or free action opportunity to use.

Brush Aside This is part of moving a player in a similar way to Evade, and is done as and when necessary during the move. It may be done as many times as is required in a single action. If a GIANT wants to move into a hex that is occupied by a standing opposing non-GIANT player they may try to brush them aside rather than Slamming them. This will allow them to carry on moving rather than ending their action. You can only use Brush Aside if there is a space you can push that player into. Brush Aside is a 3 dice Strength test (123). Roll separately each time you need to Brush Aside. This is modified by:

ss+1 if the GIANT is a Guard. ss-1 if the obstructing player is a Guard.

Brush Aside fails: the GIANT’s action ends. Turn the obstructing model to face the GIANT. Brush Aside succeeds: the GIANT pushes the obstructing player into a hex of the GIANT’s choosing directly away from him, and then moves to occupy the hex himself. This move is not optional. He may then continue his action. “Directly away” from GIANTS is simply resolved by reacting in the normal way to the single hex of the base that is moving in to displace the model.

Brush Aside doubles: the GIANT pushes the obstructing player into a hex of the GIANT’s choosing directly away from him, and then moves to occupy the hex himself. This move is not optional. The displaced player is knocked over. Do not make an Armour check for the fallen player. The GIANT may then continue his action.

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Feint (Misdirect) A Jack can move up to 1 hex before he makes a Feint, turning for free if he chooses to. He cannot Dash as part of this action, though he may have to Evade. A Striker can make a full Run action as part of a Feint. This counts as a single Feint action for purposes of modifiers, opponents Running Interference, etc. A Striker can Dash and may need to Evade as normal during this Run action. When you have finished moving, nominate a target. This must be a single standing opponent in one of the feinting player’s 3 Threat Hexes. The target can choose to Dodge or Slamback. Dodge is available to any player. Slamback is available if the target player is a Jack or Guard, and the feinting player is in one of their 3 Threat Hexes. Depending on what each player chooses, they roll different tests: Feint: a 3 dice Speed test (X).

ss+1 if the player is a Judwan. the player began this action adjacent to ss+1theiftarget. opposing player threatening the hex you ss-1areperin (ignoring your target, maximum of -2).

Dodge: a 3 dice Speed test (X).

ss+1 if the player is a Striker. opposing player threatening the hex you ss-1areperin (ignoring the Feinting player, maximum of -2).

Slamback: a 3 dice Strength test (X).

ss+1 if the player is a Guard. opposing player threatening the hex you ss-1areperin (ignoring your target, maximum of -2).

Compare the total numbers of successes to find the outcome: Draw: the players both turn to face directly at each other. Feint wins: the winning Sponsor chooses the direction of facing for both players. This may be the same or different as he decides.

bypassing, or a dented armour plate that needs pounding back into line?

Slamback wins: the losing player is pushed into one of the 3 hexes directly away from the winner. The 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 to face the target (if he followed up) or the hex the target was in (if he didn’t follow up).

Transform doubles: The player immediately changes to any role he chooses.

Slamback doubles opponent: the losing player is pushed back as above, then they are knocked down and must finally make an Armour check. The target number for the Armour check is equal to the difference in total successes between the winning Slamback and the losing player’s roll. Dodge wins: the Dodging player may turn to face any direction. The Feinting player turns to face directly at the dodging player. Dodge doubles opponent: the Dodging player may move 1 hex in any direction and does not need to Evade to do so. They may choose to face any direction. The Feinting player turns to face directly at the hex the Dodging player just vacated. Note that moving players into new hexes follows the normal rules for pushing back described on page 34 of the main rules.

Transform succeeds: The player immediately changes role by one step: from Jack to Guard or Striker, or back from Guard or Striker to Jack.

Transforming Trouble As player roles are a key feature of the game, changing from one to another during a match throws up a number of unusual circumstances. Most of these can be dealt with by sticking firmly to the fact that the player is only one role at a time. If a player is carrying the ball when he Transforms into a Guard then the ball scatters immediately without ending the Rush. Otherwise a player with the ball retains it whilst they Transform.

Dreadball xtreme: Player manual

Feint doubles opponent: as above. In addition, the target player is moved 1 hex in any direction and does not need to Evade to do so. The Feinting player’s Sponsor chooses the hex the target player moves to. Note that the Feinting player does not move (other than any turn they choose to make).

A player may Transform whilst they are on the ground. This is an exception to the normal rule that limits a player on the ground to only Stand Up actions. Actions spent transforming a player to a new role do not allow any other movement (including turning). It is entirely used up in the change of role.

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.

360 Vision (Any Player)

The player has no rear arc. Everywhere counts as being to their front. This replaces the diagram on page 18 of the core DBX Rulebook. In effect it does not matter which direction the model faces, though it usually looks better to turn the model as appropriate. The model has 6 Threat Hexes instead of 3. See the diagram.

opposition, which may modify their chances to move further or require them to make an Evade roll.

Backflip (Any Player)

A player with this ability who tries to Stand Up will automatically do so as if he doubled the test. Note that no test is actually rolled. In effect, knocking down a player with this skill merely stops them using 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.

A Safe Pair of Hands (Striker or Jack)

A player with this ability gets +1 dice to Catch inaccurate passes, i.e. a scattering ball or a Throw with no successes. He gets no bonus to Catch accurate passes.

Alert

(Any Player) The player is able to read the game far better than most, and is rarely surprised. When any opposing player moves into an adjacent 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 player moves any further. Note also that this turn does not stop any further action by the opposition; it merely allows the player to realign themselves. Whilst this turning will not necessarily help a player resist a Slam, it will place a Threat Hex on the

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Can’t Feel a Thing (Any Player)

The player gets 1 additional automatic success whenever they make an Armour check, in effect ignoring one extra injury each time.

Charge!

(Gaelian/Jack) A player with this ability may make a full Run action as part of a Slam. In addition, if the player makes a Slam and would normally have the +1 modifier for moving adjacent during this action, they instead get a +2 modifier.

Comin’ Through (Any Player)

The player gets +1 dice on any attempts to Brush Aside.

response. Treat this as a 5 dice Slamback from a Strength 3+ player.

A player with this ability attacks with his drill as part of a normal Slam.

Every time a Sponsor detonates an Explosive Collar he must immediately pay a 3mc bribe to the penal system bureaucrats for misuse of government property. If he has not got this cash to hand, he may not detonate the collar.

(Robot/Guard or Jack)

When a player with this ability doubles a Slam, their opponent makes the resulting Armour Check with a -1 modifier to their dice roll.

Crowd Puller (Any Player)

The player with this ability always draws a big crowd. More people means more revenue for everyone, so both Sponsors may roll an additional dice after the game when rolling to increase their rank. This is not cumulative if more than one player with this ability is present.

Duck and Weave (Any Player)

The player gets +1 dice on any attempts to Dodge.

Even the Odds

Fan Favourite (Any Player)

A player with this ability is loved by the crowd, and even the opposing team’s supporters will cheer him on. The first time in each Rush that the Fan Favourite doubles any normal test, make a Fan Check. This is in addition to any other Fan Checks that may be required.

Fragile

Dreadball xtreme: Player manual

Driller

(Any Player) The player counts as rolling 1 less success on each Armour check. Work out the check as normal and then reduce the final total of successes by 1, to a 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:

Whether it is the tentacles, a magnetic personality or the trail of sticky ooze, some players are just tricky to get away from. This has two game effects. Firstly, whenever a player with this ability would cause a -1 penalty for an opponent being in their Threat Hex, this is doubled to a -2 penalty instead. Secondly, if an opposing player fails to Evade out of a Threat Hex of a player with this ability, then they do not move at all and their action ends.

Jump fails: the player falls over in the hex he was moving to. If a loose ball is in that hex then it scatters. The action ends, but the Rush does not.

(Any Player)

Whenever a test says that the maximum penalty for opposing players threatening the hex you are in is -2, it is treated as -3 if at least one of the opposing players causing the penalty has this ability.

Grizzled (Any Player)

The player is a particularly tough veteran who takes little notice of physical pain. Any opponent making a Slam against this player loses 1 dice in addition to any other modifiers.

Harmonics

(Crystallan/Any Player) The player is more powerful if he has other 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.

ss Harmonics nearby: +1 Move, +1 dice to any ss2Speed-based test. Harmonics nearby: +1 Move, +1 dice to any ss3+Strength or Speed-based test. 1 Harmonic nearby: +1 Move.

This benefit is calculated afresh at the start of each action and applies for that whole action.

Jump (Striker or Jack) The most agile players can leap over their friends, opponents or short obstacles. A player may not Jump over tall obstacles or any model that occupies more than 1 hex. A Jump is a 2 hex move (costing 2 hexes of movement) and can be part of either a Run or Sprint action. The first hex you jump over must be occupied by a short obstacle or a player (either standing or on the floor).

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ss+1 if the player is a Striker. player threatening the hex ss-1youperareopposing moving from (maximum of -2).

Jump succeeds: The player moves into the new hex safely and may face any direction he wants (even if Jumping whilst Sprinting). If he wants to then he can roll to Jump again later on in the same action (with a target number one higher). 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 ball then he will drop it and end the Rush. Also note that it is possible that a player will need to Dash in order to gain the extra movement to Jump into a new hex. In this case all Dash tests must succeed in order for the Jump to be successful. Roll each separately. If the player fails any Dash attempts that are required for the Jump then they will fall over in the hex they were trying to Jump into. A player making a Jump does not need to roll to Evade for that part of their movement, though they are subject to those rules as normal both before and after the Jump.

Keeper (Guard)

When a player gets this ability their role changes to that of Keeper. A Keeper is a type of Guard, and unless a rule specifically differentiates between the two or is overridden here, the player should still be treated as a Guard. The player is also issued with a DreadBall glove. 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 Catch, a Keeper can (at -1 dice). A Keeper cannot Throw the ball like a Jack or a Striker, but they do have a unique action called Punt. If a Keeper wishes to Punt the ball, he simply places it wherever he wants on the pitch. This is a hugely inaccurate means of getting rid of the ball. Scatter the ball from the hex it is placed in, then scatter it again when it comes to rest. A Punt can never be used to make a Strike. A Punt does count as losing the ball and ends your Rush.

(Any Player) The player is rather accident-prone. Once per game, the opposing Sponsor may force the Klutz to re-roll all of his dice for a single normal test. The same modifiers apply to the re-roll, and the final result applies whether it is better or worse than the original roll.

Long Arms (Any Player)

A player with the Long Arms rule has a maximum Throwing range of 12 hexes, not 9. The following table replaces the one on page 38 of the main rulebook when calculating the initial number of dice a player with Long Arms gets for a Throw. As usual, the number of dice a throwing player gets depends on the distance between him and his target.

ss1-4 hexes 3 dice ss5-8 hexes 2 dice ss9-12 hexes 1 dice

Apart from the different range bands, a Throw from a player with Long Arms is worked out just like any other. Important note: Unlike normal DreadBall, in Xtreme a player with Long Arms counts the points for each strike just like everyone else.

Mind Control (Any Player) If the player has two team Action Tokens played on him at the same time he may attempt to take over an opposing player with raw psychic power. The player with Mind Control may make no other action in that Rush. Roll a 5 dice Skill test (X) for the psychic player. His opponent also rolls a Skill test. The number of dice they roll depends on how far they are from the player that is attempting to control them. Count the distance from the Mind Controlling player to his victim and half the result (round up). This is the number of dice the victim has to resist the Mind Control.

Mind Control succeeds: the target of the Mind Control is completely under the sway of the psychic. Immediately take a normal action with that model as if it was your own, choosing any action that is normally allowed to it. The controlled model ignores Threat hexes for this action. However, it cannot score a strike in its own zone because the automated scoring system would disallow it. If the model earns a Free Action then take that too. As soon as this action is resolved then control reverts back to the original owner.

Dreadball xtreme: Player manual

Klutz

Mind Control fails: The target is strong willed and resists the attempt at control. The attacking player’s actions are wasted.

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 nonGIANT opponents.

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Mind Like Water (Any Player)

Solid. When a solid Phaser is involved in a Slam, Slamback or Stomp, both sides are at -1 dice for Strength tests.

The player has learned to apply martial arts techniques to the sports field. Instead of battering opponents with physical strength, the player uses leverage and balance to knock down their opponent, turning the other player’s own strength and speed against them.

Insubstantial. When a player with this ability takes an action they may choose to become insubstantial. If they become insubstantial then it must be for their entire action. A player cannot become insubstantial if they are already carrying the ball. An insubstantial player returns to solidity at their end of their action.

Whenever this player is the target of a Slam they do not need to choose their response: it is always the same. Work out the number of dice that the Slamming player gets as normal. The player with this ability then gets the same number of dice, rolling against the same stat as their opponent. There are no further modifiers.

An insubstantial player has partly phased into another dimension and retains only the most tenuous connection to the normal three dimensions. They cannot interact with the ball or another player in any way while insubstantial. They may only take Run, Sprint or Stand Up actions, though they may Dash if they choose to. They ignore threat hexes. They may not end an action in the same hex as another player or an obstacle. They may move through the ball without it scattering. However, if they end their action in the same hex as the ball then 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 will set them off as normal if they end their move next to an obstacle.

However, they treat this as a Slamback for calculating the outcome, even if the Slam came from behind. A player with this ability who takes a Slam action does so normally.

Misdirect

(Jack or Striker) For players who are lithe and nimble, getting out of a tight corner is more a matter of balance and poise than bluster and noise. Some players, who lack the strength to barge past burly opponents, have developed the skill of wrong footing them just long enough to slip past unmolested. On the pitch, a player with this ability has the option to attempt a new type of action called Feint (see page 56).

Pacifist

(Any Player)

When a player with this ability beats an opponent with a Slam then they may choose to use the following Pile-Driver result instead. Pile-Driver wins: the losing player is smashed to the ground in the hex they are in. The winning player is turned to face the target.

(Any Player)

In addition, if the player with Pile-Driver doubles his opponent then their armour check is at an additional -1 modifier.

The player will not intentionally harm another. They will not Slam, Slamback, or deliberately Throw the ball at another player.

Poison Blade

Phaser

(Ada-Lorana/Any Player) 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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Pile-Driver

(Guard or Jack)

When the player doubles a Slam or Slamback, the opposing player makes their Armour check with +1 dice. If any damage goes through the armour then add +1 to the total.

(Koris/Any Player) A Sponsor that has any players with this ability in his team may place a single portal counter on the pitch before the match starts. Place this on your half of the pitch, behind the starting line. Portals may be placed on any empty plain black hex – not any other colour. During a match, a player with this ability may place an additional portal counter on the pitch as one of his actions. This must be placed adjacent to the model spending the action, and on an empty plain black hex. A maximum of three portals may be on the pitch at any one time (even if more than one team can place them). Portal counters may not be moved. If a player with this ability wants to place a portal and there are already three on the pitch, then he may remove one of the existing ones and place it in a new location following the rules above. When only one portal is on the pitch then it leads nowhere and is said to be inactive. If a portal has no empty hexes adjacent to it then it cannot be used as a destination. It is considered to be inactive. No player may move onto the hex containing an inactive portal, and the ball will simply bounce off it. Any model that is not a single hex player treats all portals as inactive. For example, this includes the ball, GIANTs, and fans.

Confusion Test A player that moves onto a hex containing a portal immediately disappears. Where he ends up depends on his training, experience and luck. This is determined by making a confusion test. Roll a single dice to determine which game value the confusion test will use.

ss1: Strength ss2-3: Speed ss4-5: Skill ss6: Armour

A confusion test is a 3 dice ? test (2). The “?” is the game value rolled on the table above. Confusion test passed: the player reappears in an empty hex adjacent to another portal of his choice, facing in the direction of his choice. The player may continue their action from that point.

Dreadball xtreme: Player manual

Portal

Confusion test failed: the opposing Sponsor may place the confused player in any empty hex that is adjacent to another active portal, facing in a direction of his choice. The confused player’s action ends.

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, interdimensional 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 (see right).

The Kalyshi player’s first hex of movement is 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 (Koris/Any Player)

opponent with a Slam action and ends that action with the target player still in a Threat Hex, then they may have another go with their second pair of fists.

This ability works the same way as Portal with the following modification. A player with this ability may place one portal counter per Rush at no cost in Team Action Tokens.

Immediately make a free Slam action against the same target as before. You will earn the +1 for moving adjacent during this action if you did the first time.

Prima Donna

Push

(Guard)

The player is tired of hitting people and really wants to be a Striker so that they can demonstrate their elegance and poise. It is a recognised psychological problem with certain Guards and is widely assumed to be due to the excessive number of times they have been struck on the head. It is generally controlled with powerful psychotropic medication and a lot of shouting by the Sponsor.

When a player with this ability takes any action other than Sprint, they may use some or all of their own movement to pay to move other non-GIANT players from either team. Each hex another player is moved costs 2 movement from the player with Push.

If you have one of these players on your team, roll one dice at the start of the match, just before you set up your players on the pitch. On the roll of a 1, deploy the player as a Striker. On a roll of 2-6 deploy them as a Guard.

For example, a player with Push and a Move of 5 takes a Run action. They move 1 hex, move an opposing player 1 hex (at a cost of 2 movement), and then move one of their teammates 1 hex (at a cost of 2 movement). This uses all 5 of their Move for the Run.

If the player deploys as a Guard then all is well. Play as normal.

When a player with this ability moves another player 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 of proper training for the role. They are not a proper Striker, but they are also no longer a full Guard.

Guard armour (4+) is replaced by Striker ssTheir armour (5+). ssThey get a DreadBall glove. no longer get any bonuses for being a ssThey specific role. This applies to both Guard and Striker modifiers – being confused they get neither.

choice of action and reaction (to ssTheir scattered balls, etc) is based on them being a

Striker, not a Guard, with one exception: they may choose Slamback as a response if it is an option (the old reflexes are hard to contain).

move like a Jack. For example, if they ssThey make a Throw action they may only move 1 hex, not a full Run.

any other respect the player still counts as ssIna Guard.

Pummel

(Rin Nomad/Guard) If a player with this ability fails to knock down an

64

(Tsudochan/Any Player) A player with this ability is able to move other players without touching them.

A player can only Dash to move themselves into new hexes, not to increase the distance they can move other players. Players that are moved by Push do not need to make Evade tests. You cannot Push the ball.

Quick Change Artist (Robot/Any Player)

The robot has been designed to modify its appearance and refocus its energies to best suit the task at hand. A player with this ability will always start a game as a Jack. During the game they can change to a Guard or a Striker by using the Transform action (see page 57). Once they have changed to another role 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, transforming from one role to another as required. A single player can change as many times as they like during a match.

For example, the player may only use the actions and abilities that are appropriate to the role he is currently in. A player that was currently a Guard could not Throw the ball, but he could Slam. If the same player in the same game later became a Jack then he could also both Throw and Run Interference. However, if he continued to change and took on the role of a Striker then he could no longer either Slam or Run Interference, but he could still Throw the ball.

Quick Recovery (Any Player)

A player with Quick Recovery follows all the normal rules for damage and Armour checks except where a final damage value of 2 or 3 has been calculated. In both these cases the damage is treated as if it were only 1. The effects are therefore:

test is -1 per opposing player threatening the shooter’s hex (maximum of -2). The target’s Dodge test is as normal.

Armour check the target is required to ssAny make is at -1. Obviously, there is no ball being

thrown to scatter (unless the target is carrying one).

is a new Dodge doubles opponent result: ssThere the weapon malfunctions. Resolve a 3 dice 3+ test (1) against the shooter to determine how badly damaged they are. They may take an Armour check as normal, though this will be at -1 because it is a Ray Gun attack. The target does not move.

Really Lucky (Any Player)

This works just like the Lucky ability, but a player can use it once per action instead of once per Rush.

Dreadball xtreme: Player manual

During a game a player with the Quick Change Artist ability is counted as being the role they are currently in for purposes of all game rules.

damage: the player remains on the pitch as ss0normal. damage: place 1 damage marker on the ss1-3 player. damage: the player is dead as normal. ss4+Remove 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.

ssNo other abilities modify a Ray Gun attack. ssThe only modifier that applies to the shooter’s 65

Dreadball xtreme: Player manual

Resilient (Any Player) This player automatically removes a single injury before every Recovery Roll. If the player is still injured then the Recovery Roll is resolved as usual.

Rolling

(Any Player) When the player takes a Sprint action they move at triple their movement value instead of double. However, because they are going so fast they may only turn once during the whole action, and then only by a single hex side. Players with this ability must Sprint in this way – they cannot Sprint normally.

Runaround

(jack or striker) Some players just love to play to the crowd, and even if they are talented it can hurt their game. Strikers in 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 retirement for a Coach and occasionally gives the sponsor’s pause, but when they see the reaction of the crowds… The player gets 1 less dice on any Strike attempt. Other Throws are not affected. If the player succeeds in a Strike attempt then they always count as Showboating (generates a fan check) regardless of whether it doubles or not.

slippery customer (Any Player)

(Any Player)

The player with this ability is either physically hard to grab hold of, or simply too agile to easily pin down.

A single Team Action Token can buy a Run action for two players with this ability instead of the normal one. Both players must have this ability and they must take their actions immediately one after the other. This action counts towards both the players’ total actions for that Rush.

If the player Dodges as his response to a Slam, and neither player doubles the other, then the following applies. The Slippery Customer may move 1 hex in any direction and does not need to Evade to do so. They may choose to face any direction. The Slamming player does not move. Resolve this movement after the normal result of the Slam.

Running Interference

Spinner

(Jack)

The player may use this ability once per match. See page 38 of the DreadBall Xtreme Rulebook for details of how this works.

Shove

(Any Player) If a player with this ability takes a Slam or Slamback option against an opposing player in one of their Threat Hexes then they may choose to Shove them instead of rolling the test as normal. Both players roll their test as normal, with the Shoving player getting an additional +2 modifier. If the opposing player wins or the result is a draw then follow the normal rules. If the Shoving player wins by any amount then their opponent is automatically pushed back as described on page 34. The Shoving player must turn to face the hex the opponent has just vacated, but may not follow up.

66

show off

(Koris/Any Player) Instead of rolling against a random stat, a player with Spinner always uses a 4+ value for confusion tests. In addition, a player with Spinner gets a +2 dice modifier to confusion tests.

Steady

(Guard or Jack) A Steady player cannot be knocked down as a result of a Slam if it does not injure them. They can be pushed back and they can be injured, but they cannot be knocked down. This means that a Steady player who is doubled by a Slam will be pushed back and must make an Armour check as normal. If this fails then they will fall over and need to recover from their injuries as normal. However, if their armour protects them then they will remain standing in the hex to which they were pushed. Note that a Steady player can fall down on their own, for example if they fail while trying to Dash or Evade.

(Hobgoblin/Any Player) The player counts as projecting a Threat Hex into every adjacent hex, not just those to their front. In addition, if a Threat Hex modifier is listed for a test then the threat from a player with this ability counts as -2, not -1. Finally, the player’s Threat Hexes always modify a test (up to the maximum for that test) if the modifier is listed at all.

Stretch (Any Player)

The player gets +1 dice on any attempts to Dash.

Stubborn (Any Player)

Once per game, a player with this ability can ignore the result of a dice roll and roll it again. If the roll was of more than one dice then all of them are rerolled. If this dice roll was opposed by another player (a Slam, for example) then both players re-roll all of their dice.

Stubborn can be used during your opponent’s Rush if you choose. Use your team’s roster to keep track of which player has used their Stubborn ability in the current game.

Tail

(Any Race with a Tail/Any Player)

Guards may Teleport as part of a Slam because the Slam allows a “full Run action” and the Teleport may be used instead of a Run. The same would be true for Strikers and Throw if the Teratons had any. A player may choose to Teleport onto the pitch from the Subs’ Bench. Measure this as normal for a player moving on.

Teleport is an instant move that does not require any 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 hexes if a GIANT) at least one and up to a maximum of four away. The teleporting player may choose to end up facing in any direction. If the teleporting player has the ball when they teleport then it goes with them. A player that teleports cannot Dash as part of that action. 2. The second use of this ability is defensive. When the player is Slammed in his rear arc he automatically Teleports instead of making a normal Dodge roll. The Slam is not resolved. Immediately move the Teleporting player to a new hex as described above. The Slam action is ended as soon as the Teleport move is complete, though the Sponsor of the Slamming player may then continue with the rest of his Rush if he has remaining actions to perform.

Dreadball xtreme: Player manual

Stench

Note that this does not apply to traps that are set off in the player’s rear - they will work as normal. Note that if a player has both the Teleport and 360 Vision abilities then this second function does not work.

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

67

Dreadball xtreme: Player manual

Threatening

Trail Blazer

The player’s Threat Hexes always modify a test (up to the maximum for that test) if the modifier is listed 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 Hex.

The player with this ability can use the Brush Aside rule (see page 56) as if they were a GIANT.

Tongue

When a player with this ability doubles a Slam, their opponent makes the resulting Armour check as normal. If any damage is not saved by the Armour then Toxic adds +1 to the final total suffered.

(Any Player)

(Any Player) The player has a prehensile tongue that can be used to act at a distance. The player can Slam an opponent as normal. Alternatively, the player can use its ability to Slam an opponent that is 2 hexes away. There must be a clear path (see page 36 of the core DBX Rulebook), ignoring short obstacles and fallen players, to the target model in order for the Slam to be made. The clear hex counted between the models to check this becomes the hex from which the target is pushed back, if this happens. This target of the Slam cannot make a Slamback unless it also has the Tongue ability. Other than this, the Slam is resolved as normal.

(Guard or Jack)

Toxic

(Guard or Jack)

For example, if a player loses a Slam with only 2 successes to 5, then they have been doubled and must make an Armour check to reduce the potential 3 damage. If they roll 2 successes they would normally take just a single point of damage. However, if the Slam was by a player with Toxic they would suffer +1 damage for a total of 2 as the Armour has not stopped it all. If they had rolled 3 successes on their Armour check then the Toxic effect would not apply and they would suffer no damage.

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.

68

The Xtreme Leagues may be illegal, and a blight to the GCPS accountants, but they have their place in the DGB’s grand plan. These illegal games spread the love of DreadBall to many who would otherwise never have the means to see it, and once they’re hooked, they can be exploited… While the violence seen in the underground games may not be ‘acceptable conduct’, nobody can deny that it does draw the crowds, and their money. It isn’t unknown for a wily coach in the major leagues to drop out for a season, change his team’s name, and run the players through the Xtreme system. Those that make it through come out tougher than ever, and with questionable new ‘skills’. The following

season, the other players and fans in the major leagues won’t know what hit them – literally! For those players who have a favoured DreadBall team from the original game that they want to take into Xtreme, the following example teams will allow you to drop your existing team straight in with the minimum of difficulty. Some of the teams will have some spare cash, which can be spent on players and MVPs of your choice, depending on which other teams and models you own.

Dreadball xtreme: Player manual

going underground

69

Speed

Skill

Armour

Guard

5

4+

3+

4+

4+

x1

Phaser

Jack

5

4+

3+

4+

5+

x2

Phaser

Striker

5

4+

3+

4+

5+

x3

Phaser

Notes

Strength

Number in Starting Team

Move

Dreadball xtreme: Player manual

Ada-Lorana Example Team

Sponsor Groups: Proud, Guard, Striker, Big Picture, Weird Science Extras: 5 Cash: 6

Strength

Speed

Skill

Armour

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

Notes

Move

Number in Starting Team

Asterian Example Team

Sponsor Groups: Cunning, Asterian, Vicious, DreadBall, Machine-mind Extras: 5 Cash: 3

70

Speed

Skill

Armour

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

Dreadball xtreme: Player manual

Strength

Guard

Notes

Move

Number in Starting Team

Brokkrs Example Team

Strength

Speed

Skill

Armour

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

Notes

Move

Number in Starting Team

Convict Example Team

Sponsor Groups: Cunning, Convict, Vicious, Greedy, Psycho Extras: 5 Cash: 23

71

Speed

Skill

Armour

Guard

4

3+

5+

4+

4+

x5

Harmonics

Jack

4

3+

5+

4+

5+

x3

Harmonics

Notes

Strength

Number in Starting Team

Move

Dreadball xtreme: Player manual

Crystallan Example Team

Sponsor Groups: Proud, Guard, Alien, Outcast, +1 Rank Extras: 6 Cash: 9

Strength

Speed

Skill

Armour

Guard

4

3+

5+

4+

4+

x3

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

72

Notes

Move

Number in Starting Team

Forge Fathers Example Team

Steady

Speed

Skill

Armour

5

3+

5+

5+

4+

x1

Mighty, Steady, Trail Blazer

Hobgoblin Jack Hobgoblin Striker

5

4+

4+

5+

5+

x4

Stench

5

4+

4+

5+

5+

x2

Stench

Sponsor Groups: Cunning, Psycho, Vicious, Outcast, Guard Extras: 5 Cash: 5

Dreadball xtreme: Player manual

Strength

Hulk Guard

Notes

Move

Number in Starting Team

Hobgoblin Example Team

Strength

Speed

Skill

Armour

Guard

5

4+

4+

4+

4+

x2

Jack

5

4+

4+

4+

5+

x3

Striker

5

4+

4+

4+

5+

x3

Notes

Move

Number in Starting Team

Human (Trontek 29ers) Example Team

Sponsor Groups: DreadBall, Striker, Jack, Guard, Machine-mind Extras: 5 Cash: 17

73

Speed

Skill

Armour

Guard

5

4+

4+

4+

4+

x1

Jack

5

4+

4+

4+

5+

x4

Striker

5

4+

4+

4+

5+

x3

Notes

Strength

Number in Starting Team

Move

Dreadball xtreme: Player manual

Human (Void Sirens) Example Team

Running Interference

Sponsor Groups: DreadBall, Cunning, Vicious, Guard, Machine-mind Extras: 5 Cash: 9

Skill

Armour

5+

4+

4+

5+

x6

Sponsor Groups: Proud, Striker, Rebel, Tech Guys, Weird Science Extras: 5 Cash: 10

74

Notes

Speed

6

Number in Starting Team

Strength

Striker

Move

Judwan Example Team

Pacifist, Long Arms, Misdirect

Speed

Skill

Armour

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

Dreadball xtreme: Player manual

Strength

Jack

Notes

Move

Number in Starting Team

KALYSHI Example Team

Strength

Speed

Skill

Armour

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

Notes

Move

Number in Starting Team

Koris Example Team

Sponsor Groups: Alien, Tech Guys, Vicious, Hunter, Psycho Extras: 5 Cash: 3

75

Speed

Skill

Armour

Guard

5

3+

4+

4+

4+

x3

Jack

5

5+

3+

4+

5+

x5

Notes

Strength

Number in Starting Team

Move

Dreadball xtreme: Player manual

Marauder Example Team

Sponsor Groups: Psycho, Guard, Outcast, Cunning, Pirate Extras: 5 Cash: 1

Strength

Speed

Skill

Armour

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

76

Notes

Move

Number in Starting Team

Martian Example Team

Speed

Skill

Armour

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

Dreadball xtreme: Player manual

Strength

Guard (Sticky)

Notes

Move

Number in Starting Team

Nameless Example Team

Strength

Speed

Skill

Armour

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

Notes

Move

Number in Starting Team

Rebels Example Team

Sponsor Groups: Rebel, Alien, Vicious, Outcast, Tech Guys Extras: 5 Cash: 7

77

Speed

Skill

Armour

4+

4+

4+

4+

Notes

Strength

6

Number in Starting Team

Move Robot Jack

x6

Quick Change Artist

Sponsor Groups: DreadBall, Tech Guys, Mr Roboto, Machine-mind, +1 Rank Extras: 6 Cash: 17

Speed

Skill

Armour

Guard

6

4+

4+

4+

4+

x2

Tail

Jack

6

4+

4+

4+

5+

x2

Tail

Striker

6

4+

4+

4+

5+

x4

Tail

Notes

Strength

Number in Starting Team

Sphyr Example Team Move

Dreadball xtreme: Player manual

Robots Example Team

Sponsor Groups: DreadBall, Hunter, Proud, Alien, Guard Extras: 5 Cash: 10

Strength

Speed

Skill

Armour

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: -

78

Notes

Move

Number in Starting Team

Teraton Example Team

Armour

4+

4+

5+

x8

Push

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

Dreadball xtreme: Player manual

Skill

5+

Notes

Speed

5

Number in Starting Team

Strength

Jack

Move

Tsudochan Example Team

Strength

Speed

Skill

Armour

Guard

6

4+

3+

5+

4+

x2

Striker

6

4+

3+

5+

5+

x6

Notes

Move

Number in Starting Team

Veer-myn Example Team

Sponsor Groups: Outcast, Vicious, Striker, Vat Brothers, +1 Rank Extras: 6 Cash: 6

79

Skill

Armour

5+

3+

5+

5+

x10

Notes

Speed

5

Number in Starting Team

Strength

Jack

Move

Dreadball xtreme: Player manual

Zee Example Team

Runaround, Duck & Weave

Sponsor Groups: Cunning, Weird Science, Jack, Vat Brothers, +1 Rank Extras: 6 Cash: 20

Strength

Speed

Skill

Armour

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

Notes

Move

Number in Starting Team

Z’zor Example Team