Dreadball
Dreadball
season FIVE
An expansion by Jake Thornton
credits
Concept & Game Design: Painting: Chris Webb, Dave Neild, Golem Painting Studio
Jake Thornton ([Link]) Photography: Ben Sandum
Background: James M Hewitt, Greg D Smith Layout and Graphic Design: Sean Turtle
Cover Art: Luigi Terzi. ([Link]) & Chris Webb
Logo: Georges Clarenko. Playtesting: Pete Fullergreen, Lee Montgomery, Ben
Internal Art: Heath Foley, Luigi Terzi Moorhouse, Jeff Shortland, Rob Taylor
DreadBall is © Copyright Mantic Games 2015. 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. Introduction 1
Contents
A taste of the extreme
Hi there, and welcome back to another thrilling season of the
galaxy’s favourite sport. If you can tear yourself away from
your ice cream for a moment I am here to bring you all the
latest news from the world of DreadBall.
This new Season marks an important change in the history you can build in a workshop or grow in vats! Whatever your
of the game. Never before has the DGB deliberately looked desired combination of abilities, they can be built or grown
at their illegal cousin for ideas, and now they have, we’ve to order. If you have the credits, that is.
got them in droves!
Of course, this doesn’t detract from the rough and ready
Season 5 allows you to take a whole range of amazing new appeal of the Convicts or the dangerous grace of the Kalyshi;
teams to the arena, and not just any old teams. These aren’t it just offers a wealth of new opportunities and choice. So
just players you can pick from a line-up, they are players which one will you lead on to the pitch next?
When the Long Rock Lifers made their debut appearance half time, with the score at 5pts in favour of the Lifers, the
playing the Trontek 29ers, the setup was simple. The DGB were ready to pull the plug and save themselves from
cheerleading team of the 29ers would be ‘kidnapped’ prior to further embarrassment.
the game by the dastardly Lifers’ head coach and then vids of
Then they looked at the viewing figures.
their torment would be broadcast over the big screens at key
points in the game to distract the 29ers players. They would It turned out that however well their script had seemed
eventually overcome this disadvantage and clinch the game in to them, the crowds – and more importantly the vidscreen
the dying seconds, before heroically saving the cheerleaders viewers across the GCPS – were enthralled with this new style
to the roar of the crowd. of match where it seemed anything could and would happen.
By the end of the game – which came a mere three rushes
The first issue came when the Lifers’ ‘head coach’ decided
after the half time break – the match had become the third
that it might be more fun to just get the ladies drunk and
most watched in DreadBall history. By the following week, its
have a party. The shots that were broadcast through the
highlights reel was the most watched vid on every network.
stadium of the increasingly intoxicated group and their
bizarre antics actually did serve to distract the players The DGB learned the most important lesson possible that day
and coaching staff of the 29ers, and their plays became – scripted violence and sport was no match for the genuine
increasingly erratic. Coupled with this, the Lifers players got chaos that could ensue if they just turned loose the ‘Xtreme’
rather carried away and started actually playing, running teams and let them make it up as they went along. They’ve
rings around the increasingly bewildered 29ers players. By never looked back.
Introduction 3
“…I firmly believe that the DGB has finally gone too far in its self-serving drive to create more spectacle at the expense
of the very sport that it purports to govern. I have been an avid fan, follower and commentator of DreadBall since its very
inception, and I can only imagine that the great Jesus Ortiz has either been frozen out of the picture altogether, or has
simply taken leave of his senses. First we had ‘ultimate’ games, where up to six teams would compete in vastly expensive
and seldom used arenas. Then there was that whole nonsense when the fans took to the pitch, and now we have this –
proposals to let mutants, modified robots and even criminals into the league to play. Exhibition matches with players from
all different races and types thrown together in some kind of grown up version of the old playground ‘who would win in a
fight between’ game is the final straw. This is no longer the sport I loved, and I firmly believe that the DGB will see their
fanbase drop off in huge numbers. The people aren’t stupid – they can see past all this ridiculous window dressing and
they will vote with their wallets. Mark my words, this is the beginning of the end for the galaxy’s greatest sport™ or I will
eat my own arm.”
Extract from interview with Francis Pirstok, published in Final Rush Magazine, one week before the beginning of the
new season.
“Dear Francis
J.O”
Open letter from Jesus Ortiz to Francis Pirstok, published in Final Rush Magazine after publication of the week one viewing
figures for the new season.
Exhibition Matches have grown in popularity over the years additional rules for coaching staff, cheerleaders and new
and now form a major part of the sport’s promotional work. teams from Seasons 2, 3 and 4. Coaching dice and cards are
Digby uses exhibition matches to raise funds for charities, bought as they are in leagues (see page 61 of the main rules).
to showcase rising stars within the game, and to test out
new teams to see how the audience reacts. It is the most One unusual option for Exhibition Matches is the ability to pick
deliberately populist and customer-centric part of the DGB’s your players from a variety of different teams. You can even
plans. As fans leave matches they are likely to be asked to take build yourself a mutant or robot or two to mix in with other,
part in surveys, offered prizes for their opinions and generally more normal, players. This flexibility is a very potent tool for
bribed or cajoled into giving up their views for research that a Coach, perhaps too potent, and this may be why the DGB
genuinely does affect the future of the game. DGB takes its restrict it to one-off matches rather than allow it in leagues.
customers very seriously. Perhaps also it is the similarity to the way Xtreme teams are
organised which sets the DGB so strongly against it. Despite
With the popularity of DreadBall Xtreme, the exhibition this, for the limited purposes of an Exhibition Match, it does
matches have recently been filled with almost convicts and provide a dramatic spectacle for the crowds and you may
sort of aliens to test the waters of opinion. They have been a want to experiment with it in your matches. Quite apart from
big hit. anything else, understanding how an opposing player works,
their advantages and disadvantages, helps you to play against
If you want to play your own exhibition matches then simply them when your league team next meets them. And what
follow the guidelines laid out on page 50 of the main rules. better way to understand a player than have them on your
Teams for exhibition matches also have access to all the team for a match?
New Rules 7
Breeding a Better Player
It is a matter of some amazement to the other
civilised races of the galaxy that the human race
makes distinctions between ‘pure bred’ and
‘mutated’ humans. No other race has so readily
embraced the ability to adjust and modify their own
characteristics to best suit environment, vocation,
or simple personal whim. Indeed, it is the opinion
of several of the more radical thinkers amongst
the Kalyshi that it is this willingness to ‘mongrelise’
themselves that has led to humanity being the
fastest growing species in the galaxy.
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Importantly, the crowd is expecting to see a
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team of mutants, and you can’t disappoint the Guard 5 4+ 4+ 4+ 4+ 11mc
crowd. For this reasons, whatever combinations
Upgraded
you choose for your players, you must always Upgrade type Stat/Ability changes Cost
body part
make sure that: Grogan Threatening 4
Head
Nameless Alert 1
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cost of any upgrades taken. That player’s stat Head Compound eyes 360 Vision 2
line will be the basic stat line listed for that role, Arm(s) Z’zor blade A Safe Pair Of Hands 2
Move 6,
modified by their upgrades. Torso & Legs Yndij
Duck & Weave
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New Rules 9
BUILDING BOTS
For those who lack the stomach or the funds to engage The Mechanics of Perfection
in biological manipulation and mutation, and all of the A Coach can create one or more different types of robot
troubling side effects and potential mistakes, there are player using the following steps.
always the cheaper and easier options of customisation
available to robots. 1. Decide on the role you want the robot to play in by
selecting its Basic Coding. You will see that this will
Long before humans learned how to tinker with their restrict some options later.
own inner workings they were building artificial copies
of themselves. The crude beginnings eventually led to 2. Choose one option from each of: locomotion, chassis, and
extraordinarily skilled machines that are often more capable head – these will help to make the player unique.
than the humans who built them.
3. Select 2 arms – one for each side as you might expect.
Robot teams are of course a regular feature of the DreadBall Though robots can theoretically have as many as they
leagues and have been for some time. However, these teams like, the DGB limits modifications to two to keep things
usually tend to be standardised factory line assemblies – reasonably fair (and sane!)
uniform chassis with identical features and capabilities that
are designed to switch between roles and be reasonably 4. Finally, if you choose, you may add as much optional
competent at each one. Sometimes however a coach will programming as you like, subject to the restrictions on
want to take a more bespoke approach, sacrificing the player type that each one comes with. These will help to
usual versatility of robot players for the opportunity to individualise each player further.
create tailor-made machines to fulfil each role on the pitch
perfectly. It’s a gamble, but one that several coaches with The cost of each player is worked out as you go along as follows:
slightly deeper pockets than the average have taken with no
small degree of success. * If a new part adds or improves a stat or ability then you
must pay for it.
* 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.
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.
Locomotion
There are of course many ways in which a robot may get about, from wheels to multi jointed legs. Differences tend to be more
pronounced in form rather than function, but a canny coach knows the choice can be crucial.
Bird leg Jack or Striker Move 6, Speed 5+, Duck & Weave 6mc
New Rules 11
Chassis
The Chassis is where most of the mechanics and electronic control systems of a robot are housed, and it will consequently tend to
be the densest and most well protected part of the machine, regardless of role. Further modifications are then made to tailor the
robot to its position, making it fast, strong or agile enough to fulfil its duties on the pitch.
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.
Choose two from the following list. A Jack must take at least one of the arms marked with an asterisk.
Note that Long Arms is allowed to robots with Launchers even though the ability is normally restricted to Judwan players.
New Rules 13
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.
Robot Armour
This is not an option, but a reflection of the player’s role on the pitch. Guards have the heaviest armour, followed by Jacks and finally
Strikers. The protective value of the armour for each role is fixed by strict regulations from the DGB, though the exact shape is not.
The value of a robot’s armour in the game is based on his role. See page 36 of the main rules.
In modelling terms, you should use whatever looks appropriate for your model. You also need the different roles to be obvious.
As a guideline, you could try using the armoured shoulders and extra chest plates for a Guard, just the shoulders for a Jack and
neither for a Striker.
New Rules 15
16 DreadBall The Futuristic Sports Game
FREE Agents
MVPs are all very well, but those exceptional individuals who
rise above their fellows on the pitch and in the hearts and Dice roll Free Agent
minds of the fans are expensive and rare. The Xtreme game 1 Convict Jack
by its very nature tends to breed even fewer of these types of 2 Kalyshi Jack
individual, and instead makes extensive use of ‘Free Agents’. 3 Convict Striker
4 Kalyshi Striker
These individuals essentially tend to be those not suited to
5 Vat-brewed Jack. Roll a second dice to see which
a team game – perhaps they are very different from their upgrades they have:
fellows, or maybe they just aren’t bright or sociable enough 1-2: Compound eyes and an enhanced twitch response.
to get together in the numbers required – but they can still 3: Z’zor blade.
make valuable additions to an established team. 4-5: Spyhr tail and accelerated regen.
6: Yndij torso and legs with Kraaw wings.
The branching out of the DGB leagues into their own sanitised 6 Robot Jack (quad wheels, chassis C, slim head, claw
and ram arms, no additional programs).
version of the Xtreme game gave these free agents the
opportunity of exercising their skills in an arena less likely
to be imminently terminal, and they have seized on this Dice roll Free Agent
gratefully. Not every Yndij wants to fight for the rebellion, 1 Jetari Training Drone (player’s choice of Brawler or
Thrower)
and not every coach can afford the latest and shiniest robots
2 Avaran Treebeast
to make up the team numbers. Free Agents are a relatively
3 Nameless Bloodsucker
new addition to the arenas of the GCPS, but they have been 4 Pusk Rampager
rapidly taken to the hearts of the fans and coaches alike. 5 Vlorox Spinpede
6 2 Zee Buccaneers* or Yndij Reaver (player’s choice)
The Underdog rules remain as stated on page 54 of the main
rulebook with the addition of the following two tables. When * Even as Free Agents,*Zees
Even as Free
travel Agents, Zees travel in packs
in packs
a Coach rolls for a Free Agent they may choose to roll on
either the table in the main rulebook, or one of those from the
Season books. They must decide which table to use before the
dice are rolled.
The Rules 17
Jetari Training Drones
Jetari GL14 “Brawler” Jetari SL22 “Thrower”
”I call it the ex-wife, because if it hits you, ”Perhaps we should adjust it a little further”
it’ll empty your pockets in medical bills Unattributed quote heard after an incident in which an
quicker than my Sherona did.” SL22 threw a ball through a fellow team member.
‘Lucky’ Logan commenting on the introduction of the
GL14 into the regular leagues. The SL22 is another old workhorse from the Jetari
Corporation that was given new life on the Xtreme circuit as
Sponsors in Xtreme have been making use of these training a makeshift Striker that didn’t die quite as quickly. Solidly
drones as cheap Guards for some time. Though basic, and put together, and with a reasonable level of accuracy, it can
not as advanced as the current gen, the GL14 still packs fill in the gap for those coaches who favour an aggressive
a punch, and used correctly can be a great threat. The build for their tailor-made players but still need someone to
widening of the entry requirements to draw in fresh teams actually throw the ball.
has meant that the GL14 has become of great use in the DGB
now as well. If a coach can only afford to tailor make three Like the GL14’s, some of the SL22’s which have found
or four robots for example, he will often make them strikers, their way into the DGB are former Xtreme players, though
figuring that for less creds he can fill out the rest of the given their slightly less robust build and the nature of their
team with GL14’s, which are solid and dependable enough to position, it seems likely that many are as much ex-Xtreme
serve as Guards while their fancier counterparts get on with players as the Long Rock Lifers are ex-convicts…
the business of scoring.
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Though they are large and ponderous physically, the prehensile tongues of
Avaran Treebeasts make them very capable Jacks in any situation. The reach
the tongue gives them, combined with their solid bulk, means that they are
able to respond accordingly over a wide area to any attack, and to pummel
any defence which underestimates them or is too busy concentrating on
the Strikers.
In the DGB, the fans love them – they introduce an interesting, if unpredictable
sense of acrobatics to the standard DreadBall excitement, at least for the
players who face them.
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New Rules 19
Pusk Rampager
“Like a fleshy wrecking ball with teeth and legs”
Early description of a Pusk
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For a long time, the Yxaal were not even considered to play in the DGB leagues.
Fantastically agile and entertaining to watch they may be, but their habit of draining
the vital fluids of anyone foolish enough to get trapped by them was not something
even DreadBall fans wanted to see – at least not on a regular basis.
Still, all things must change. It turns out that these so-called ‘bloodsuckers’ are
the latest craze amongst the younger generation of DreadBall fans, with some
even writing some fairly disturbing fan letters and blogs which suggest that they
would be quite happy to become an Yxaal’s next victim. Whatever the reasoning
might be, it seems that Yxaal free agents are here to stay for the moment.
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New Rules 21
Vlorox Spinpede
“Dumber than a bag of dumb stuff hit
with a dumb stick and thrown out of a
moving car onto a big old hard pile of
dumb.”
Colour Commentator Chad ‘The Rapier’ Walloson on
Vlorox Spinpedes.
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Yndij is a word that the corporations coined, and not one that
the Yndij themselves seem to care much for. It implies a certain
uniformity which the people themselves do not display. Some
fight for the Rebs. Others earn a crust as mercs. Some just try
and make an honest living doing whatever shekwork they can get
in the GCPS. And some play DreadBall. Being naturally athletic
and nimble, they tend to be very good at it, which is why the DGB
welcomes them with open arms.
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New Rules 23
Zee Buccaneer
“There isn’t even any point nailing stuff down
– they just think of the nails as extra reward.” ”
Casual slur often heard in polite society when discussing Zees
Being as fractious and mischievous as they naturally are, it is no surprise that many Zees are
drawn to lives of crime, petty and otherwise. Though there several Zee teams in the leagues,
the Free Agents are a whole different matter. These are an example of what happens to Zees
who are not under direct and constant control, and as it turns out, they make surprisingly
good additions to most teams.
True, the money saved by hiring them instead of more expensive players is often a
false economy – literally if they have anything to do with it – but they do tend to draw
in the younger crowds. After all, what’s not to love about a Pirate Monkey?
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New Rules 25
New Abilities
Season 5’s player customisation rules as well as its new teams and MVPs
bring these abilities to the game. You may be familiar with some of them
from previous Season books.
The Rules 27
Pile-Driver Quick Recovery
(Any Player) (Any Player)
When a player with this ability beats an opponent with a Slam If a player is damaged and fails an Armour check then they are
then they may choose to use the following Pile-Driver result removed from the pitch. A player with Quick Recovery follows
instead. all the normal rules for damage and Armour checks with the
exception of where they are placed once a final damage value
Pile-Driver wins: the losing player is smashed to the ground of 2 or 3 has been calculated. In both these cases the damage is
in the hex they are in. The winning player is turned to face treated as if it were only 1. The effects are therefore:
the target.
0 damage: the player remains on the pitch as normal.
In addition, if the player with Pile-Driver doubles his opponent 1-3 damage: place the player in the 1 area of the Sin Bin.
then their armour check is at an additional -1 modifier. 4+ damage: the player is dead as normal. Remove them
from the game.
Poison Blade
(Guard or Jack) Shock Collar
When the player doubles a Slam or Slamback, the opposing (Any Player)
player makes their Armour check with +1 dice. If any damage Unlike the explosive collars worn by real convicts, Arena Xtreme
goes through the armour then add +1 to the total. teams wear the less fatal shock collar. This allows Coaches to use
them in games without ending up on the wrong side of a murder
charge.
Ram
(Guard or Jack) The Coach may activate a single Shock Collar in each of his team’s
When the player makes a Slam action their target is pushed Rushes by spending a Team Action Token. This sets off a massive
back (and the player must follow up) before the Slam is shock and a spectacular, crowd-pleasing arcing of electricity
resolved. This could result in the target player being pushed from the unfortunate wearer to anyone nearby. Every adjacent
back twice. player from either team is hit by the storm of electricity. Roll 3
dice and inflict 1 damage for each 5+. Roll up each 6 as usual. The
target cannot roll to Dodge electricity and Armour has no effect.
ROLLING Any adjacent players that remain on the pitch are knocked to
(Any Player) the ground. The wearer automatically suffers 3 damage and is
When the player takes a Sprint action they move at triple removed from the pitch to recover as usual.
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. This player Shove
may not Sprint normally. (Any Player)
If a player with this ability takes a Slam or Slamback option
against an opposing player in their Threat Hex then they may
Runaround choose to Shove them instead of rolling the test as normal.
(Any Player) Both players roll their test as normal, with the Shoving player
A single Team Action Token can buy a Run action for two getting an additional +2 modifier.
players with this ability instead of the normal one. Both
players must have this ability and they must take their actions If the opposing player wins or the result is a draw then follow the
immediately one after the other. This action counts towards normal rules. If the Shoving player wins by any amount then their
both the players’ total actions for that Rush. opponent is automatically pushed back as described on pages
35-6 of the main rules. The Shoving player must turn to face the
hex the opponent has just vacated, but may not follow up.
The Rules 29
Threatening Tongue
(Any Player) (Any Player)
The player’s Threat Hexes always modify a test (up to the The player has a prehensile tongue that can be used to act at
maximum for that test) if the modifier is listed at all. For a distance.
example, if a Threatening player Slams an opponent then that
target player will take a -1 penalty for being in the Slamming The player can Slam an opponent as normal. Alternatively, the
player’s Threat Hex. player can use its ability to Slam an opponent that is 2 hexes
away. There must be a clear path, ignoring the ball 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. 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.
If a player with this ability wants to move into a hex that is Brush Aside fails: the player’s action ends. Turn the
occupied by a standing opposing non-GIANT player they may try obstructing model to face the player.
to brush them aside rather than Slamming them. This will allow
them to carry on moving rather than ending their action. Brush Aside succeeds: the player pushes the obstructing
player into a hex of the player’s choosing directly away from
You can only use Brush Aside if there is a space you can push him, and then moves to occupy the hex himself. This move is
that player into. not optional. He may then continue his action.
You cannot Brush Aside the Referee. Brush Aside doubles: the player pushes the obstructing
player into a hex of the player’s choosing directly away from
Brush Aside is a 3 dice Strength test (123). Roll separately him, and then moves to occupy the hex himself. This move
each time you need to Brush Aside. is not optional. The displaced player is knocked over. Do not
make an Armour check for the fallen player. The player may
then continue his action.
The Rules 31
The Xtreme Xperience Starts Here
A more dastardly and dangerous collection of players never
graced the locker rooms of the DreadBall arenas. That’s the
line the promotional department takes. Cleaning staff need
security escorts, bodies have mysteriously disappeared
from recycling, and dark rituals have been reported before
matches. All nonsense.
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Guard 5 3+ 4+ 5+ 4+ x2 16mc Shock Collar, Threatening
Jack 5 4+ 4+ 4+ 4+ x3 9mc Shock Collar
Striker 5 4+ 4+ 4+ 5+ x3 11mc Shock Collar
team statlines
Extras: a Convict team starts with an Offensive Coach
(the Warden), 0 Coaching Dice and 0 DreadBall Cards.
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team statlines
Extras: a Kalyshi team starts with 0 Coaching
Dice and 0 DreadBall Cards.
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player statline
42 DreadBall Season Five
‘Brickbat’ Vognar
Plays for anyone
Not many DreadBall players get given a second chance. spiralled out of control and culminated in Vognar receiving a
Even fewer get a third. But then Brickbat Vognar is no lifetime ban from the sport.
ordinary player. He didn’t get that nickname for no reason
after all. But this is the new, Xtreme-flavoured DGB, and they figured
that they needed a little bit of that old Brickbat controversy
Uzud Vognar used to be a true DreadBall hero. He gave up a to really stir the pot! In his time away, Vognar has learned
life of piracy among the Marauder fleets, accepting the DGB’s several new tricks, and is quite happy to make his living as
offer of amnesty to join their first wave of Orc players, and a Free Agent, moving from one team to another, no longer
was rostered on with the Mazon Manglers. He had a promising really bothered wo he works for as long as he gets to play.
career as a Guard ahead of him, but that all changed when
he fouled Yurik “The Painmaster” Yurikson. Yurikson’s
retaliation almost a year later triggered a chain of events that
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player statline
In The Locker Room 43
‘Dead Man’ Davitz
Plays for anyone except Orx and Goblins
The Trontek 29ers have been the public face of DreadBall for as long
as anyone can remember, and each of their players is a household
name. Gregor “The Big G” Davitz, their former Head Guard, was
particularly well-known for his ability to come back from any injury.
Unfortunately there are some things that even the finest medical
technology can’t fix, as he discovered when he was dismembered
by a trio of Orcs during a grudge match against the Greenmoon
Smackers. His remains mysteriously vanished before he could be
given a proper funeral, and that was assumed to be that.
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44 DreadBall Season Five
In The Locker Room 45
Brute Force
Plays for anyone
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46 DreadBall Season Five
In The Locker Room 47
NEW RULES FOR
VARIABLE MEGAHEX
PITCHES
XPANSION
Forget what you think you know! The
Xcitement of Xtreme comes to the DGB!
New teams, new rules and a whole lot of fresh havoc can only mean New teams bring the Xtreme edge – or do they?
one thing – it’s new season time for the Galaxy’s Greatest Sport™
And of course, new MVPs arrive to tip the balance for whichever
The regs get relaxed for the first time ever to allow modified team can afford them.
organics, tailor-made robots and even experimental limb grafts
Tear up the rules you think you knew – this is a whole new
in the ongoing search for the perfect DreadBall player.
ball game.
Exhibition Matches allow coaches to go wild, drafting in players
A copy of the main DreadBall rulebook is required to use the
of any shape, size or species for one off matches where anything
contents of this expansion.
goes. Think you could create the perfect combination of Guards,
Jacks and Strikers? Now’s the time to prove it. Get involved and keep up to date with all the latest news and
events by visiting [Link]
Free Agents auction their arms, tentacles and teeth to the
highest bidder.
DreadBall is © Copyright Mantic Games 2015. All rights in the design, text, graphics and
other material in this publication and its selection or arrangement is copyright of Mantic
Barcode 5060208867770 Entertainment Ltd., or has been granted for use by other third parties. This includes
ISBN 978-0-9928856-7-0 images, text, graphics, corporate logos and emblems. Reproduction (hur hur) is prohibited.