Dreadball
Dreadball
credits
Concept & Game Design: Layout and Graphic Design: Sean Turtle
Jake Thornton (www.quirkworthy.com) (www.wgdr.co.uk) & Chris Webb
Background: James M Hewitt, Greg D Smith Playtesting: Pete Fullergreen, Lee Montgomery, Ben
Cover Art: Luigi Terzi. Moorhouse, Jeff Shortland, Rob Taylor, Euan Bennet, Keith
Last, Geoff Burbidge, Matthew Mills, Chris Taylor, Keith
Logo: Georges Clarenko.
Vasey, Ronnie Renton, Kyle “Dysc” Cherry, Paul “DreadPaul”
Internal Art: Heath Foley, Luigi Terzi Allen, Jack Betts, Callum Hancock, Jodie Rodgers, Alex Lee,
Sculptors: Russ Charles, Grégory Clavilier, Dave Kidd, Derek Reece Clarke, George Henfrey, James Murgett, Lewis Price,
Miller, MKUltra Studio, Bob Naismith, Steve Saunders, Ben Sean James, Owain Prew, Callum Gourlay, Kai Stephenson-
Skinner, Luigi Terzi, Rémy Tremblay Jones, Ana Sjomina
Painting: Chris Webb, Dave Neild, Golem Painting Studio With special thanks to every backer from Kickstarter
Photography: Ben Sandum
DreadBall is © Copyright Mantic Games 2013. All rights in the design, text, graphics and other material in this publication and its selection or
arrangement is copyright of Mantic Entertainment Ltd., or has been granted for use by other third parties. This includes images, text, graphics, corporate
logos and emblems. Reproduction is prohibited.
DreadBall Season 4 1
WE’RE BACK, LIVE!
DreadBall returns for its biggest season yet! New teams, new MVPs and
a whole raft of new rules combine to make the favourite game of the
GCPS that little bit better!
From the mysterious Sphyr to the rough and ready Brokkrs, each games and leagues, as players gain rewards for their team for
of the four teams introduced to the roster this season brings consistent performance. Now that Striker who never misses
their own set of scores to settle, both on and off the pitch! Even a shot or that Jack with the perfect pass record will get their
the Hobgoblins get in on the action, creating DGB history as the contribution recognised, and get the fans on their feet. Speaking
first team to come with a health warning to their fans as well of the fans, they’re joining in the fun too, with especially dizzying
as other players. displays drawing the odd spectator out of the stands and onto
the neodurium. Just when you thought this game couldn’t
Season 4’s MVPs are an interesting bunch, from psychos to the get any crazier!
perennially unlucky and everything in-between - we even got a
big mining robot in there because – well why the heck not? If you thought you knew DreadBall, then think again – this is
the season where every team gets a new playbook. So grab
But it isn’t just the fresh blood (metaphorical and literal) that’s your glove and get out on the pitch, rookie! The new season has
got us excited. Achievements give a whole fresh outlook to started, and it’s going to be the best one yet!
“When I started putting together the game for my “Well, we certainly appreciate your time Mr Ortiz, it’s
troops, it was purely a distraction. Like tossing a coin or always a pleasure to see you on the show. Next up, we ask
sharpening a blade. It was just something to take their ‘Is there really a place for Hobgoblins in DreadBall? We’ll
minds off the monotony between fights, to keep them be right back after these important messages.”
sharp when they weren’t in the field.
“Aaaaaaaand, we’re clear!”
Did I know it would become…all this? Did I have any
inkling that corporations would be paying millions of creds “Thanks Joe. Well, thanks for that Mr Ortiz. Thanks
to sponsor the latest pretty boy from the inner sphere for playing up to the role like that, it’s always good
with a half decent agility and a winning smile? Some guy for the ratings.”
who had never even seen a battlefield, much less been
near one. Someone whose idea of hard work was having “Playing?”
to get his own coffee? Did I picture all of that when I was
in there with my men, sweating and bleeding in the dark “Yes, that little act just then. Was just as I’d been led to
of a cargo hold? expect, and it’ll play beautifully with the viewers.”
Did I dream that filthy aliens – the very same that I “Mr Breeson…”
fought and bled to keep from our front door, would be
getting cheered? Did I envision cuddly Z’zor toys being “Yes Mr Ortiz?”
sold to kids? No, Mr Breeson. It may amaze you to learn
that I did not.” “…..Nothing.”
* Throws a 9 hex pass that is caught by the intended target. If you have a large league then it’s especially nice to have a
* Dashes in 3 consecutive hexes in the same action without series of smaller prizes to give out so that more people win
falling. something. This gives Coaches who might not feel able to win
* Evades in 3 consecutive hexes in the same action without the main league prize a goal to aim for. In some campaigns
falling. and leagues I have played in over the years, these “minor”
* Triples the number of successes of his opponent in a Slam. prizes have ended up more coveted and hard-fought over
than the main ones!
But that day, thanks to the achievements system, he not only scored a point for his team, he got the fans on their feet, he got
the other players motivated. And shek me if they didn’t all come out bigger and meaner in the second half. Hungrier than
they’d ever been seen on a pitch before. ‘Course, ‘Hacker’ got the snot beaten out of him by three Goblins when the ref was
looking elsewhere. Never did play a game again, but he lived off that one match for years after. Never paid for a drink in his
home town again after that. The catch that won the first victory in the fifteen-season history of the Vostik Vandals. Shek-
awful team though, thank the maker they got disbanded the following year…”
Extracted from ‘My Life in DreadBall – from the pitch to the booth’ by Arton Crastas
New Rules 7
WORKING THE CROWD
These rules add colour and tactical options to league games
and allow Coaches to further individualise their teams.
Cheerleaders
Sometimes, it just isn’t your day on the pitch. A team may find When a strike is scored, in addition to the normal fan checks,
itself missing every shot, fumbling every pass and coming the Cheerleaders may inspire another. Move the score marker
off worst in every slam. On days like these, the Cheerleaders as normal. If it ends on a space with a Cheerleader on then
really come into their own, their routines and cheering that model is removed and replaced in its own Subs’ Bench.
rousing the crowd and keeping them happy when the action If the model was from the side that scored the strike then
on the pitch isn’t. If the match is going well, the Cheerleaders that team makes an immediate fan check in addition to the
are an asset, helping to excite the crowd further and generate other fan check(s) associated with that strike. If the model
the buzz. When the match is going poorly, they become a was from the opposing team then there is no further effect. If
lifeline, essential to the survival of the team and the players the strike is worth more than 1 point then the scoring marker
(sometimes in a literal as well as a metaphorical sense). may move over other models to reach the space it needs to.
These models remain in place. Cheerleaders are only removed
Acquiring Cheerleaders when the score marker stops exactly on their space.
Teams do not start with Cheerleaders. In a league, a Coach
may add Cheerleaders to his team when he is considering (Re)Placing Cheerleaders
other purchases such as extra players, more Coaching Dice, During a Match
etc. Each Cheerleader model costs 8mc, and each team can See the rules for coaching
have up to 7 in their troupe. Each Cheerleader only needs to support on page 14.
be paid for once.
Placing Cheerleaders
At the start of a match, as part of setting up your players on
the pitch, you may place a maximum of 1 or 2 Cheerleaders
from your team’s troupe into play. This number depends
on your respective team rankings and how many you have
available in your team. The underdog may place up to 2 and
his opponent up to 1. In the case of equal rankings both
players may place just 1. Cheerleaders that are not currently
in play wait in the Subs’ Bench.
Cheerleaders that are “in play” do not go onto the pitch itself.
Instead they are placed on the scoring track, with up to one
model per space. Cheerleaders from opposing teams cannot
occupy the same space. You can place a Cheerleader on any
free space on either side of the scoring track.
Go Team!
Cheerleaders do not act on their own. Instead they respond
to the actions of the team on the pitch and cheer on the
crowd accordingly.
New Rules 9
FANS
Without fans, a DreadBall team is nothing, which explains If a player moves a Referee into a hex adjacent to one or more
why they and the DGB go to such great efforts to keep them Fans then those Fans are immediately removed from the
entertained. Fans become obsessively loyal and passionate pitch. This does not stop the Referee’s movement.
about their chosen team or MVP, whether through bonds of
race or belief or simply because they like their colours. There Fan Threats
is nobody more devoted than a DreadBall fan, and sometimes Fans are an element of unpredictability and uncertainty on
this enthusiasm gets the better of them. the pitch. They may be drunk, scared, drugged or simply
excited beyond rational thinking. Whatever their state, they
If you have some DreadBall fan models then you can involve pose a challenge that players from both teams need to deal
up to 4 of them at a time in your DreadBall league games. with carefully.
Placing Fans Fans exert a Threat Hex against all players in each of the 6
When a player earns a Fan Check they may choose to place surrounding hexes, not just the ones to their front.
one or two Fan models on the pitch instead of taking a card.
The Fans may be placed in any hex that is both within 2 hexes Interacting With Fans
of the edge of the board, and not adjacent to any player. Each Fans are usually on the pitch out of a misplaced sense of
Fan model is placed individually. There may be up to 4 Fans on enthusiasm rather than any intention of harming the players
the pitch at any one time. or the match. Unfortunately, in the slam and rush of a game
of DreadBall, being on the pitch without armour or training
Moving Fans and Referees can be hazardous to your health!
Fans may be moved by either player.
Exactly how a player decides to deal with this over-
When a Coach draws a card to move the Ref at the end enthusiastic obstacle depends on a number of things. See the
of their Rush, they may instead choose to use it to move choices below. However, regardless of what the player does,
one or more Fans. The Coach may divide up the amount of any interaction with one of the Fans is likely to get a reaction
movement available between the Fans on the pitch in any from the crowd. Sometimes this is determined by a Fan check,
way they choose. other times by a Crowd check (explained below).
New Rules 11
12 DreadBall Season Four
The maiden Ultimate Exhibition match held under the new But the thing that most of the fans remember is THAT
rules is still remembered as setting several records which strike in the final rush of the game, when the 29ers and the
stand to this day. The game saw 47 fans involved directly Smackers – veteran skill winning out – both appeared to
in the match, leading to a record for more injuries to crowd score at once in the final second, both score buzzers sounding
members than players on the pitch at a single game. The simultaneously. It was only in the instant replay – beamed
euphoric response to the new rules also saw the highest live to several billion screens across the GCPS and broadcast
number of new subscribers to the pay-per-view match format at the arena itself on a 500 foot tall Hyper-Def display, that
in the history of the game, and the influx of new teams – all of it became apparent that the ‘ball’ thrown by the Smackers’
whom were represented in the six-way match up, alongside star jack was actually the head of Charles Stanley Cratterson,
the Trontek 29ers and the Greenmoon Smackers – meant a Smackers fan who had gotten a little too enthusiastic in
that the game broke all previous records for viewer numbers his encouragement of his team. To this day, the Smackers
throughout the GCPS. Credit for credit, it is simultaneously management maintain it was a valid goal, though not in
the most expensive (thanks to lawsuits, official censure from public for legal reasons…
all the major vid networks, and the number of additional
personnel required, on top of the logistics of the match itself)
and the most profitable single game in DGB history.
New Rules 13
Coaching Staff
Coaches are busy people. Before a game they are arranging To make all this possible, the bigger teams hire assistants to
Any Player
the advertising, tasting the canapés, scheduling training, help the Coach out. Their jobs and titles vary from team to
counting equipment, booking transport, arranging interviews, team, but their overall aim is to make things a little easier
approving merchandising and a thousand other details. They for the Coach. To differentiate between these individuals,
have to schmooze with the sponsors, argue with the arena the Coach (the person represented by the real world gamer)
staff and deal with the many divas among their highly-strung is usually called the Head Coach. His assistants are known
players. It seems that nothing can be done without them, and collectively as Coaching Staff. You may want to make up more
everyone feels free to demand a little of their time. interesting titles for your own teams to reflect their history,
luck and exact duties.
During a game they must see that the sponsors are happy,
watch the camera angles of the coverage, check that the Hiring Coaching Staff
Cheerleaders are rousing the fans correctly, monitor the Teams start with a Head Coach but no additional Coaching
injured players, prep substitutes – not to mention follow the Staff. In a league, a Head Coach may add Coaching Staff to his
match and issue instructions to the players. team when he is considering other purchases such as extra
players, more Coaching Dice, etc. Each Coaching Staff model
After a game there are the debriefing interviews, the bruised costs 8mc, and each team can have up to 3 in total: 1 each
bodies and egos, the parties, fans, and ceremonies to deal of Offensive, Defensive and Support. Each member of the
with and attend - all without offending any of the sponsors or Coaching Staff only needs to be paid for once.
upsetting the players. It’s a tricky balancing act.
You must clearly state which type of Coaching Staff you are
hiring when they are bought into the team. They may not
change type later.
New Rules 15
Offence Defence Support
The Coaching Staff bellows into their During a match, players often get Whilst the match is being played out on
headsets. “Get stuck in there! Control caught up in the excitement of the the pitch, another struggle is going on
that ball! Make some space – the gap – moment and forget their defensive for the atmosphere of the arena. Whose
go for the gap!” training. The Coaching Staff cuts fans cheer the loudest? Whose chants
through the frenzy of the moment stir the blood? Which team will be
Is anyone listening? with key words and phrases that spurred on to the greater efforts? This
trigger well-rehearsed drills. Guard is the arena of battle for the Supporting
Offensive Play fails: no effect your Strikers. Check your flanks. Coaches, and a troupe of Cheerleaders
Warn your mates. is their weapon of choice.
Offensive Play succeeds: for this Rush
a single player may have 3 Team Action Defensive Play fails: no effect Supporting Play fails: no effect
Tokens played on them instead of the
normal maximum of 2. Defensive Play succeeds: in your Supporting Play succeeds: you may
opponent’s next Rush you get 1 Defence place 1 additional model into play from
Note in all cases that while the number Dice. A Defence Dice is a Coaching Dice the remaining Cheerleaders on your
of Team Action Tokens playable on a that may only be used in the opponent’s Subs’ Bench, or move one model already
single player may be changed, any rules next Rush, and may only be used to in play to a new position. This model
covering the sequence in which actions boost Slambacks and Dodges. If the may be placed on the scoring track
must be done remains unchanged. dice is not used then it is discarded in any position that does not contain
at the end of the opposing player’s either a Cheerleader or the marker for
next Rush. the current score.
CLARIFICATIONS
I maintain and update a live version of this FAQ on my website
www.quirkworthy.com
New Rules 17
NEW ABILITIES
Any Player
The player has no rear arc. Everywhere counts as being The player is able to read the game far better than most, and
Any
to theirPlayer
front. This replaces the diagram on page 11 of the is rarely surprised.
main rules. In effect it does not matter which direction the
model faces, though it usually looks better to turn the model When any opposing player moves into an adjacent hex, the
as appropriate. Alert player may immediately choose to turn to face them if
they want to. Note that this turn happens before any Slam
The model has 6 Threat Hexes instead of 3. See the diagram. is resolved or the opposing player moves any further. Note
also that this turn does not stop any further action by the
EXAMPLE opposition; it merely allows the player to realign themselves.
360 VISION
Whilst this turning will not necessarily help a player resist
a Slam, it will place a Threat Hex on the opposition, which
may modify their chances to move further or require them to
make an Evade roll.
Backstab
(Guard or Jack)
A player with this ability may make a full Run action as A player with this ability is loved by the crowd, and even the
part of a Slam. opposing team’s supporters will cheer him on. The first time
in each Rush that the Fan Favourite doubles any normal test,
In addition, if the player makes a Slam and would normally make a Fan Check. This is in addition to any other Fan Checks
have the +1 modifier for moving adjacent during this action, that may be required.
they instead get a +2 modifier.
Fragile
Driller (Any Player)
(Robot / Guard or Jack)
The player counts as rolling 1 less success on each Armour
A player with this ability attacks with his drill as part of check. Work out the check as normal and then reduce the final
a normal Slam. total of successes by 1, to a minimum of zero.
Any Player
New Rules 19
Illegal Mighty
(Any Player) (Any Player)
The player is completely unscrupulous and will do anything to A player with this ability rolls an additional dice for Armour
win. In this case, they have smuggled a weapon or three onto Checks, Slams and Slambacks against non-GIANT opponents.
the pitch and are not afraid to use them!
If the player takes a Slam action then they may elect to either Pile-Driver
resolve it as normal or with a weapon. If they resolve it with a (Any Player)
weapon then they add 1 dice to their Slam, but the action is a
foul (resolve any Ref check immediately after Sucker Punches). When a player with this ability beats an opponent with a
In all other respects the Slam is resolved as normal. This means Slam then they may choose to use the following Pile-Driver
that a really underhand player could make a Sucker Punch with result instead.
a weapon bonus. If the opponent calls the fouls for such an
action then roll both Ref checks separately. Pile-Driver wins: the losing player is smashed to the ground
in the hex they are in. The winning player is turned to
In addition, the player may Shoot at an opposing player with face the target.
their concealed pistol. This is a foul (resolve any Ref check
immediately after Sucker Punches). This Shoot action is In addition, if the player with Pile-Driver doubles his opponent
resolved exactly the same way as a Throw action using the then their armour check is at an additional -1 modifier.
normal rules for Throwing the ball at an opposing player. The
attacking player adds +2 dice to his test.
Pummel
(Rin Nomad/Guard)
Klutz
(Any Player) If a player with this ability fails to knock down an opponent with
a Slam action and ends that action with the target player still in
The player is rather accident-prone. Once per game, the a Threat Hex, then they may have another go with their second
opposing Coach may force the Klutz to re-roll all of his dice for pair of fists.
a single normal test. The same modifiers apply to the re-roll,
and the final result applies whether it is better or worse than Immediately make a free Slam action against the same target
the original roll. as before. You will earn the +1 for moving adjacent during this
action if you did the first time.
If a player is damaged and fails an Armour check then they are The player counts as projecting a Threat Hex into every
removed from the pitch. A player with Quick Recovery follows adjacent hex, not just those to their front. In addition, the
all the normal rules for damage and Armour checks with the player’s Threat Hexes always modify a test (up to the maximum
exception of where they are placed once a final damage value for that test) if the modifier is listed at all.
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:
Stretch
* 0 damage: the player remains on the pitch as normal. (Any Player)
* 1-3 damage: place the player in the 1 area of the Sin Bin.
* 4+ damage: the player is dead as normal. Remove them The player gets +1 dice on any attempts to Dash.
from the game.
Tail
SLIPPERY CUSTOMER (Any Race with a Tail/Any Player)
(Any Player)
The player with this ability can use their tail to fend off
The player with this ability is either physically hard to grab hold attacks from behind.
of, or simply too agile to easily pin down.
Tail only affects an opponent who is standing in the player’s
If the player Dodges as his response to a Slam, and neither rear arc. A Slam or Steal attempt against the player with Tail is
player doubles the other, then the following applies. The at an additional -1 modifier.
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. New Rules 21
You cannot Brush Aside the Referee.
Toxic
(Guard or Jack) Brush Aside is a 3 dice Strength test (123). Roll separately
each time you need to Brush Aside.
When a player with this ability doubles a Slam, their
opponent makes the resulting Armour check as normal. If any This is modified by:
damage is not saved by the Armour then Toxic adds +1 to the
final total suffered. * +1 if the player is a Guard.
* -1 if the obstructing player is a Guard.
For example, if a player loses a Slam with only 2 successes
to 5, then they have been doubled and must make an Brush Aside fails: the player’s action ends. Turn the
Armour check to reduce the potential 3 damage. If they roll obstructing model to face the player.
2 successes they would normally take just a single point of
damage. However, if the Slam was by a player with Toxic they Brush Aside succeeds: the player pushes the obstructing
would suffer +1 damage for a total of 2 as the Armour has not player into a hex of the player’s choosing directly away from
stopped it all. If they had rolled 3 successes on their Armour him, and then moves to occupy the hex himself. This move is
check then the Toxic effect would not apply and they would not optional. He may then continue his action.
suffer no damage.
Brush Aside doubles: the player pushes the obstructing
player into a hex of the player’s choosing directly away from
Trail Blazer him, and then moves to occupy the hex himself. This move
(Any Player) is not optional. The displaced player is knocked over. Do not
make an Armour check for the fallen player. The player may
This is an action, completed as part of moving a player in then continue his action.
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. Uncontrolled
(Any Player)
If a player with this ability wants to move into a hex that
is occupied by a standing opposing non-GIANT player A player with this ability cannot help himself. If they start
they may try to brush them aside rather than Slamming an action with an opposing player on the floor in any of
them. This will allow them to carry on moving rather than their Threat Hexes then they must Stomp them. However,
ending their action. as they are so practised at this they get an additional +1 to
the test and the Ref cannot roll more than 1 dice for the Ref
You can only use Brush Aside if there is a space you can push Check against them.
that player into.
New Rules 23
The arrival of the new teams changed the landscape of DreadBall, and the Brokkrs introduced for the first time the
DreadBall in many ways. It heralded some seismic shifts in idea that not all Forge Fathers were born the same. The
the power and influence of the professional game, seeing Hobgoblins admittedly changed very little, but they at least
the Rebellion itself taking an active part. The significance of gave the leagues a team that even the staunchest of neutrals
this move, and the Council’s allowance of it, was not lost on could take issue with, making for livelier – if not friendlier –
anyone, and to this day it is seen as one of the most audacious crowds at every game they played.
gambles that the DGB has ever made.
The new MVPs who rose from obscurity to crest this new wave
It also expanded the awareness of the general population of of DreadBall enthusiasm were as mixed a bunch as the teams
several races that had hitherto remained mysterious to them. they arrived with, and all added to the colour and spectacle of
The Sphyr had been relatively unknown and unconsidered this new era of the game. One thing was certain – DreadBall
by the majority of the GCPS before their appearance in would never quite be the same game again!
The implications were catastrophic. Any Sphyr who had the Remember that you can play this team as either the Nemion
chance immediately severed ties with the Corporations, Oceanics themselves or as another Sphyr team of your own.
retreating to their own worlds to decide what their next move The game values will be the same for all Sphyr teams though
would be. Many joined the Rebellion, but a growing number your team will be the deepest.
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Extras: an Sphyr team starts with 0 Coaching Dice and 1 DreadBall Card.
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Extras: a Brokkr team starts with 1 Coaching Dice and 1 DreadBall Card.
Since then, the Unincorporated have done their best to make the name mean something. As the first Reb team
in the DGB they feel a great sense of responsibility for the cause, and they tread a fine line, doing what the DGB
wants whilst building their popularity to allow them the latitude that sometimes helps them to further their own
cause. Thus far, the Council seem happy enough to let them continue, though whether that is because they are
unbothered by or ignorant of their successes is difficult to tell.
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Rin Guard 5 4+ 4+ 5+ 4+ x2 12mc Pummel
Gaelian Jack 7 4+ 4+ 4+ 4+ x2 13mc Charge!
Sorak Jack 5 4+ 3+ 4+ 4+ x2 10mc Safe Pair of Hands (Feet)
Ralarat Striker 6 5+ 4+ 3+ 5+ x2 15mc Jump, Slippery Customer
team statlines
Extras: a Rebs team starts with 0 Coaching Dice and 0 DreadBall Cards.
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Extras: a Hobgoblin team starts with 2 Coaching Dice and 1 DreadBall Card.
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Guard 6 4+ 4+ 5+ 4+ St
x2 10mc Fragile
Jack 6 4+ 4+ 5+ 4+ x4 9mc Fragile, Illegal
Striker 6 4+ 4+ 5+ 5+ x2 10mc Fragile, A Safe Pair Of Hands
team statlines
Extras: a Martian team starts with 3 Coaching Dice and 1 DreadBall Card.
The story of Galdo’s fall and redemption is an inspiration Galdo’s artificial senses give him a number of advantages
to many and a cause of disbelief to many more. None can to make up for his battered body and his determination is
deny the obvious injuries he has suffered, nor his new- second to none. Even Forge Fathers have commented on
found skill on the pitch. But how are the two linked? his stubbornness!
Galdo is not all that bright. Having left his home to join the
Rebels (for real, not DreadBall), he made one foolish decision
after another. This saw him hounded from one scum-
sucking, rat-infested dive to another across a dozen worlds.
Eventually his luck ran out completely and he was caught by
the underbosses he owed several lifetimes worth of pay to.
Gambling was always a problem for Galdo.
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Are mining robots really allowed? Apparently so. At DreadBall regulations on robots, and one of them is a firm
least, they are until the DGB get their lawyers to close restriction on military grade weapons. Still, the Brokkr
the loophole that allows The Excavator to play as an MVP. have managed to persuade the DGB that the drill is simply a
They’ll be right on it just as soon as his fan approval rating normal tool, and though that notion raises a few eyebrows it’s
drops below 53%. It’s currently 91%... what their opponents now have to face on the pitch.
Mining equipment is part of daily life for the Brokkrs, and Nobody should be surprised that The Excavator is a Guard
so it was hardly a big leap for them to try them out in the and that he is extremely difficult to damage. One look at the
arena. Everyone has seen whole teams of robots, and neither amount of armour he carries will tell you that. Of course,
Big Mech nor Barricade seem to causes any problems, so he is as strong as a normal Forge Father Guard – to be any
why not a Forge Father robot? Refusing it would be obvious less would be an embarrassment. However, it’s the drill that
discrimination, right? makes him stand out as an attacker. Opposing players that
manage to dodge the claw often end up stepping into the path
The DGB clearly agreed with the Brokkr, and The Excavator of the drill, or the other way about. Unfortunately if the claw
has been a feature of many games near Forge Father space. grabs them then the drill will be into them all too quickly.
Probably the only reason that this sort of machine isn’t Avoiding the drill is a real challenge. Most players simply
a more common feature of Brokkr teams is that they are choose to stay as far away from The Excavator as possible;
more useful and lucrative in the mines for which they were at least as far as they can within the limited confines of the
originally designed. pitch. It’s often said that games against The Excavator are
where the opposition’s Guards really earn their pay (and
Before a mining robot can take to the neodurium the Brokkr strain their medical insurance).
have to demount its rotary mining lasers. There are a few
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In The Locker Room 37
IRSALA SEPHALIN
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38 DreadBall Season Four
In The Locker Room 39
GRAK
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40 DreadBall Season Four
In The Locker Room 41
Schnörkel the Avenger
Plays for anyone except genetically pure human teams
Despite his name, Schnörkel is an endearing and slightly He regularly has small crowds of Elastopods cheering him
bumbling accident waiting to happen rather than a death- on from the stands when he’s playing. In fact, his manager
dealing warrior. This is a welcome change of pace for the is an Elastopod…
crowd who cheer wildly every time he blunders, a fact that
encourages Coaches to hire him even though he hasn’t Happily, the fans have taken this as an excess of enthusiasm
killed an opponent in almost a year. rather than anything more sinister and this propensity for
telling tall tales has only added his fame. Schnörkel plays
Every DreadBall team and every MVP has an official story for up to this in his interviews, steadfastly referring to his
the media that gives their arena persona some background manager as a Frileep merchant who is just passing through.
colour. This is what lies behind their costume, signature Of course, everyone knows that Frileeps don’t look anything
moves and other aspects of their style, and also what helps like Elastopods.
sell the action figures, plushies, branded lunch boxes and
other merchandising that forms a substantial part of their
pay check. Every fan secretly knows that this is a larger than
life fiction, but suspending their disbelief is all part of the fun.
Unfortunately, when Schnörkel came up with his background
he got rather carried away.
The story goes like this. Schnörkel the Avenger is the last
of the Elastopod race; a lone hero seeking justice after his
planet was destroyed in a freak accident. So far, so good. This
is the stuff that really sells video games. Unfortunately he
didn’t stop there. This disaster was supposedly caused by a
single wayward spaceship that had a core meltdown while it
flew through the system. It exploded with such force that it
destroyed his nearby home world. Schnörkel happened to be
on one of their own spaceships at the time and miraculously
survived as the last of his race…
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42 DreadBall Season Four
LYRA THE FIXER
Plays for anyone
The success of DreadBall means that people of all Years of fighting for her life against some of the most
backgrounds flock to the neodurium. The violence dangerous scum in the galaxy, often outnumbered,
of the sport ensures that some of them leave less have honed her reflexes and abilities to a razor’s edge,
than spotless lives behind them. Most try and and she will often run rings around the opposition,
downplay their previous lives and deeds but some, dumping them on the floor before they have even
like Lyra, use their reputation to their advantage. realised she is there. She retains the nickname ‘The
Fixer’, which well suits her current role of literally
In a previous life, Lyra was one of the most useful fixing whatever the team hiring her needs.
assets of the criminal empire operating on the
eastern fringes of the galaxy. Whatever the problem
was – disposal of a body, elimination of a rat, putting
something valuable into someone else’s hands
(possibly with the hands of the previous owner still
attached to it), Lyra was your girl. Her reputation was
well founded, her quick wits and lightning reflexes
making her one of the most effective assets in the
sector. She was also a slave, owned by gang bosses
and unable to do anything but what they bid her do.
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In The Locker Room 43
44 DreadBall Season Four
ASYLUM
Plays for anyone
The most advanced tests that the prison service could deploy
all declared Asylum to be sane and healthy, if unusually
focussed, and he was released to take up his old profession
once again. No longer dashing or quick enough to reprise
his former role as a striker, Asylum took on the mantle of a
Guard, and it was here that the flip side of his new calm and
controlled personality was revealed. All that control was
put into his game, focussing extreme and volatile bouts of
violence on his opponents with cold and murderous efficiency.
There has never been the slightest hint of Asylum revisiting
the old ways of Ludovic off the pitch, where he is a polite and
calm individual with no known vices. But on the pitch, he a
storm of violence, destroying anyone who gets in his way.
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In The Locker Room 45
46 DreadBall Season Four
In The Locker Room 47
WELCOME TO THE VIOLENT
SPORTS UNDERGROUND
Journey into the underworld of DreadBall Xtreme, where convicts and psychopaths rub shoulders with aliens
and bounty hunters, and that’s just the sponsors! Desperate players clash in dark corners of the GCPS, vaulting
obstacles and dodging booby-traps as they vie for the victory in a game with very few rules and only one real
certainty – there will be blood.
DreadBall Xtreme is a tabletop board game for two players, representing the violent underground sport known as
DreadBall Xtreme. Two teams clash over a cobbled-together play area, seeking as much to wipe each other out as
to score points! Pick a Sponsor, assemble your team of desperados, and unleash them on each other to see who
will be the last one standing!