Little is known about the mystical warrior women of the Lustrian jungles, with legend and myth often recounted far more than fact. When they are not guarding their secret jungle temples from prying outsiders, the Amazons enjoy Blood Bowl a s much as anyone. In this issue of Spike! Journal, we explore the sweltering brush of Lustria's rainforests t o learn more about these mysterious Blood Bowl players and find out why fans from every corner of the world love watching the Amazons go to work on the gridiron.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Eagle Warrior Linewoman | 50,000 | 6 | 3 | 3+ | 4+ | 8+ |
|
G | AS | |
0-2 | Python Warrior Throwers | 80,000 | 6 | 3 | 3+ | 3+ | 8+ |
|
GP | AS | |
0-2 | Piranha Warrior Blitzers | 90,000 | 7 | 3 | 3+ | 5+ | 8+ | AG | S | ||
0-2 | Jaguar Warrior Blockers | 110,000 | 6 | 4 | 3+ | 5+ | 9+ | GS | A |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Black Orcs are the biggest and strongest of all Orcs. Many believe they draw their name from their dark green skin, although the title is more likely derived from their dour demeanour and bleak sense of humour! Grim and singularly focused on violence, it’s no wonder so many flock to the Blood Bowl pitch! Black Orcs treat other Greenskins as little more than frivolous amateurs, largely because lesser Orcs are likely to squabble amongst themselves and focus too much on beating up the opposition, instead of concentrating on the game. Consequently, many Black Orcs refuse to play alongside other Orcs, choosing instead to form their own teams. Yet Black Orcs aren’t stupid – they know the importance of speed and agility. As a result, Black Orc teams make great use of Goblins, many of whom they become quite fond of, treating them as favourite pets and training them to be tough with regular clumps about the noggin!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Goblin Bruiser Linemen | 45,000 | 6 | 2 | 3+ | 4+ | 8+ |
|
|
A | GPS |
0-6 | Black Orcs | 90,000 | 4 | 4 | 4+ | 5+ | 10+ | GS | AP | ||
0-1 | Trained Troll | 115,000 | 4 | 5 | 5+ | 5+ | 10+ |
|
S | AGP |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Blood Bowl is arguably even more popular among the followers of the Chaos gods than it is among civilised folk. Maybe it’s the cult-like supporters’ clubs, the constant violence both on and off the pitch, or just the brightly-coloured strips... Whatever the case, wherever you find a Blood Bowl stadium, you’re guaranteed to find at least one team made up of an assortment of thoroughly debased, dedicated followers of Chaos. Most of the teams’ players tend to be Beastmen, hideous mutants who have given up their forest lairs for the sporting life, but their numbers are bolstered by the presence of superhuman Chosen, and frenzied and blood-crazed Minotaurs, Ogres and Trolls. Such teams are hardly subtle, often forgetting about the ball entirely as they grind their opponents into the turf, all in veneration of the Ruinous Powers they worship.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Beastman Runner Linemen | 60,000 | 6 | 3 | 3+ | 4+ | 9+ |
|
GMS | AP | |
0-4 | Chosen Blockers | 100,000 | 5 | 4 | 3+ | 5+ | 10+ | GMS | A | ||
0-1 | Chaos Troll | 115,000 | 4 | 5 | 5+ | 5+ | 10+ |
|
MS | AG | |
0-1 | Chaos Ogre | 140,000 | 5 | 5 | 4+ | 5+ | 10+ |
|
MS | AG | |
0-1 | Minotaur | 150,000 | 5 | 5 | 4+ | - | 9+ |
|
MS | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
The Chaos Dwarfs of the Dark Lands have spent many years on the fringes of the Blood Bowl world thanks to the NAF banning many of them from official play (I'm still not sure what rule we broke... - Ed). However, since the collapse of the sport's governing body, Chaos Dwarf teams have been sighted more regularly in competitions across the known world and have been performing rather well!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Hobgoblin Lineman | 40,000 | 6 | 3 | 3+ | 4+ | 8+ | G | AS | ||
0-2 | Hobgoblin Sneaky Stabba | 70,000 | 6 | 3 | 3+ | 5+ | 8+ |
|
G | AS | |
0-4 | Chaos Dwarf Blocker | 70,000 | 4 | 3 | 4+ | 6+ | 10+ |
|
GS | AM | |
0-2 | Chaos Dwarf Flamesmith | 80,000 | 5 | 3 | 4+ | 6+ | 10+ |
|
GS | AM | |
0-2 | Bull Centaur Blitzer | 130,000 | 6 | 4 | 4+ | 6+ | 10+ |
|
GS | AM | |
0-1 | Minotaur | 150,000 | 5 | 5 | 4+ | - | 9+ |
|
S | AGM |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Chaos Renegade teams represent the real flotsam and jetsam of the Blood Bowl world, players so maladjusted that no coach worth their salt would let them play on their roster. They might be bitter rejects, inveterate cheats or blatant foulers. Many are outcasts expelled from established teams. Inevitably, such players end up rejecting the ways of Nuffle and dedicating themselves to other dark powers, often garnering themselves all manner of dubious mutations as ‘rewards’ in the process. The most successful team of this type was the Chaos All-Stars, whose eccentrically mixed line-up managed to soar to glory. Also of note is the (in)famous Mongrel Horde, a motley assortment of scumbags in it for the gold. Unfortunately, most of the Horde’s players hate each other, often refusing to play nicely or turn up to practices together!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Renegade Human Linemen | 50,000 | 6 | 3 | 3+ | 4+ | 9+ | GM | AS | ||
0-1 | Renegade Human Thrower | 75,000 | 6 | 3 | 3+ | 3+ | 9+ |
|
GMP | AS | |
0-1 | Renegade Goblin | 40,000 | 6 | 2 | 3+ | 4+ | 8+ |
|
AM | GP | |
0-1 | Renegade Orc | 50,000 | 5 | 3 | 3+ | 5+ | 10+ | GM | AS | ||
0-1 | Renegade Skaven | 50,000 | 7 | 3 | 3+ | 4+ | 8+ | GM | AS | ||
0-1 | Renegade Dark Elf | 75,000 | 6 | 3 | 2+ | 3+ | 9+ | AGM | PS | ||
0-1 | Renegade Troll | 115,000 | 4 | 5 | 5+ | 5+ | 10+ |
|
S | AGM | |
0-1 | Renegade Ogre | 140,000 | 5 | 5 | 4+ | 5+ | 10+ |
|
S | AGM | |
0-1 | Renegade Minotaur | 150,000 | 5 | 5 | 4+ | - | 9+ |
|
S | AGM | |
0-1 | Renegade Rat Ogre | 150,000 | 6 | 5 | 4+ | - | 9+ |
|
S | AGM |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Thousands of years ago, the Dark Elves were little more than a small group within High Elf society who turned their back on traditional Elven ways. They eschewed nobility and grace for power and glory, believing their immortality marked them out as the most powerful of all the world’s races. Their thirst for conquest led to a bitter civil war that rocked the Elven kingdoms. Dark Elf teams exhibit similar strengths and weaknesses to their Elven cousins, but are distinctly more aggressive in their game. But sheer spite makes the Dark Elves enjoy the running game, particularly when a team includes a remarkable player like Jeremiah Kool. In fact, it is hard to believe that the Flashing Blade won’t be tempted out of retirement – if not by the Darkside Cowboys, then by some other team.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Dark Elf Linemen | 70,000 | 6 | 3 | 2+ | 4+ | 9+ | AG | S | ||
0-2 | Runners | 80,000 | 7 | 3 | 2+ | 3+ | 8+ |
|
AGP | S | |
0-4 | Blitzers | 100,000 | 7 | 3 | 2+ | 4+ | 9+ |
|
AG | PS | |
0-2 | Assassins | 85,000 | 7 | 3 | 2+ | 5+ | 8+ |
|
AG | PS | |
0-2 | Witch Elves | 110,000 | 7 | 3 | 2+ | 5+ | 8+ | AG | PS |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Dwarfs were one of the very first races to play Blood Bowl and many Dwarf teams can trace their history to the early years of the game. Dwarfs tend to use a running game, grinding their opponents into the ground as they go and working on the principle of high casualty rates opening up the field. There are so many Dwarf teams around that it is possible to find one to champion almost any style of play. It is, however, the Dwarfs’ reputation for flamboyant illegality that makes them such a big hit with the fans. Since it was a Dwarf, now immortalised by the name Roze-El, who first translated Nuffle’s sacred laws and brought the game into being, most Dwarf teams believe they have a lasting right to alter the laws as they choose.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Dwarf Blocker Linemen | 70,000 | 4 | 3 | 4+ | 5+ | 10+ |
|
GS | A | |
0-2 | Runners | 85,000 | 6 | 3 | 3+ | 4+ | 9+ |
|
GP | AS | |
0-2 | Blitzers | 80,000 | 5 | 3 | 3+ | 4+ | 10+ |
|
GS | AP | |
0-2 | Troll Slayers | 95,000 | 5 | 3 | 4+ | - | 9+ |
|
GS | A | |
0-1 | Deathroller | 170,000 | 4 | 7 | 5+ | - | 11+ |
|
|
S | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Following the collapse of the NAF, many Elven teams found themselves indebted to noble backers from the Elven kingdoms, who – thanks to a lot of small print – began to make their way onto the pitch, shunting established players to the sidelines. Outrage abounded among players and fans alike, and it was only a matter of time before something was done about it. When that something finally happened, the formation of the Elven Union came as a surprise to no one. A loose federation of Elven teams, made up primarily of High Elf players but including the odd Wood Elf and even Dark Elf, the Union seeks to repair the damaged reputation of Elven teams and show that they can take Blood Bowl seriously. What the teams lack in funding, they make up for with experience and stubborn determination.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Linemen | 60,000 | 6 | 3 | 2+ | 4+ | 8+ | AG | S | ||
0-2 | Throwers | 75,000 | 6 | 3 | 2+ | 2+ | 8+ |
|
AGP | S | |
0-4 | Catchers | 100,000 | 8 | 3 | 2+ | 4+ | 8+ |
|
AG | S | |
0-2 | Blitzers | 115,000 | 7 | 3 | 2+ | 3+ | 9+ | AG | PS |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Gnomes are something of an enigma in the world of Blood Bowl, with many fans having dismissed their existence almost entirely! In this issue of Spike! Journal,we venture into the mysterious forests and dimly lit caves of the Gnomish lands for the very first time as we shed some light on these diminutive deceivers. Gnomes areactually quite fond of a game of Blood Bowl– though it’s fair to say that their tactics (and woodland allies) are somewhat unorthodox!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Gnome Lineman | 40,000 | 5 | 2 | 3+ | 4+ | 7+ |
|
A | GS | |
0-2 | Gnome Beastmaster | 55,000 | 5 | 2 | 3+ | 4+ | 8+ |
|
A | GS | |
0-2 | Gnome Illusionist | 50,000 | 5 | 2 | 3+ | 3+ | 7+ | AP | G | ||
0-2 | Woodland Fox | 50,000 | 7 | 2 | 2+ | - | 6+ | A | |||
0-2 | Altern Forest Treeman | 120,000 | 2 | 6 | 5+ | 5+ | 11+ |
|
S | AGP |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Goblins are cruel and uncouth, with a juvenile sense of humour and a wicked imagination dedicated to discovering new ways of hurting others without getting hurt themselves. This tends to make them better Blood Bowl fans than players, and indeed Goblin fans have a solid reputation throughout the Old World for turning up hours before the game, getting drunk, starting fights, singing lewd and insulting songs, and generally causing trouble wherever they go. Unsurprisingly, Goblin teams don’t tend to do amazingly well on the pitch, but by Nuffle are they entertaining! Their play style revolves around a seemingly endless arsenal of ‘secret’ weapons which the Gobbos sneak onto the pitch at every opportunity, and the assistance of lumbering Trolls who alternate between flinging their smaller team-mates up the pitch and absent-mindedly chewing on them instead!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Goblin Linemen | 40,000 | 6 | 2 | 3+ | 4+ | 8+ |
|
|
A | GPS |
0-1 | Bomma | 45,000 | 6 | 2 | 3+ | 4+ | 8+ |
|
A | GPS | |
0-1 | Looney | 40,000 | 6 | 2 | 3+ | - | 8+ |
|
A | GS | |
0-1 | Fanatic | 70,000 | 3 | 7 | 3+ | - | 8+ |
|
S | AG | |
0-1 | Pogoer | 75,000 | 7 | 2 | 3+ | 5+ | 8+ |
|
A | GPS | |
0-1 | ‘Ooligan | 65,000 | 6 | 2 | 3+ | 6+ | 8+ |
|
|
A | GPS |
0-1 | Doom Diver | 60,000 | 6 | 2 | 3+ | 6+ | 8+ |
|
A | GS | |
0-2 | Trained Trolls | 115,000 | 4 | 5 | 5+ | 5+ | 10+ |
|
S | AGP |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
The technical deficiency of Halfling teams is legendary. They’re too short to throw or catch, they run at half pace, and it goes without saying that their blocking game leaves something to be desired. Most Halfling coaches, aware of the material that they have to work with, make up for quality with quantity. After all, if you can get half a dozen players in the opposing team’s End Zone and, by some miracle, manage to end up with the ball, then there is a small chance that one or two of them won’t be jelly by the time you throw the thing! Probably the only real point in the Halflings’ favour is their long-held alliance with the Treemen who guard the forests of their realm, and a team that can tempt one (or two!) of them along to a game suddenly doesn’t look so pathetic!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Halfling Hopeful Linemen | 30,000 | 5 | 2 | 3+ | 4+ | 7+ |
|
|
A | GS |
0-2 | Halfling Heftys | 50,000 | 5 | 2 | 3+ | 3+ | 8+ |
|
AP | GS | |
0-2 | Halfling Catchers | 55,000 | 5 | 2 | 3+ | 5+ | 7+ |
|
A | GS | |
0-2 | Altern Forest Treemen | 120,000 | 2 | 6 | 5+ | 5+ | 11+ |
|
S | AGP |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
When Blood Bowl was first played, High Elves disdained the game. They believed there was no more to Blood Bowl than two teams of uncivilised yobs pummelling each other senseless in a display of mindless violence. It didn’t take them long, however, to realise that there was far more to it than that. High Elf teams are renowned for their passing game. They have many advantages when it comes to winning (as opposed to slaughtering the opposition, which isn’t always the same thing…), and their fine players are the epitome of the more graceful side of the game. The only real problem with High Elf teams is that they can be very picky about who, when or where they play, so we must be thankful they deign to play lesser races at all!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Lineman | 70,000 | 6 | 3 | 2+ | 4+ | 9+ | AG | PS | ||
0-4 | Catcher | 90,000 | 8 | 3 | 2+ | 5+ | 8+ |
|
AG | S | |
0-2 | Thrower | 100,000 | 6 | 3 | 2+ | 2+ | 9+ |
|
AGP | S | |
0-2 | Blitzer | 100,000 | 7 | 3 | 2+ | 4+ | 9+ |
|
AG | PS |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Professional Human players are widely considered to be the best all-round Blood Bowl players in the Old World. What they may lack in the sheer strength of the Orcs, the agility of the High Elves, the toughness of the Dwarfs, the frenzy of the Dark Elves, or the speed of the Skaven, they make up for in sheer grit and determination! More importantly, they do not suffer the weaknesses commonly associated with any of these players. For example, where Dwarfs are tough, they are also slow, Humans by contrast are hardy and relatively quick, and whilst Skaven are very quick, they are not as brave as Humans. It is hardly surprising then that Humans account for over half of all Blood Bowl players – counting Skeletons, Ghouls and Vampires playing for Undead teams, and mutants playing for Chaos teams!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Human Linemen | 50,000 | 6 | 3 | 3+ | 4+ | 9+ | G | AS | ||
0-2 | Throwers | 80,000 | 6 | 3 | 3+ | 2+ | 9+ |
|
GP | AS | |
0-4 | Catchers | 65,000 | 8 | 2 | 3+ | 5+ | 8+ | AG | SP | ||
0-4 | Blitzers | 85,000 | 7 | 3 | 3+ | 4+ | 9+ |
|
GS | AP | |
0-3 | Halfling Hopefuls | 30,000 | 5 | 2 | 3+ | 4+ | 7+ |
|
|
A | GS |
0-1 | Ogre | 140,000 | 5 | 5 | 4+ | 5+ | 10+ |
|
S | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
It is quite the norm that Blood Bowl teams are privately owned, but where the majority of teams are owned by proprietors and coaches who run their teams as professional outfits, there are plenty of other teams that exist for other reasons. Rich nobles, eager entrepreneurs, crime lords with large sums of cash to hide from treasury men who ask bothersome questions, all these and more are drawn to the sport. Some are lured by the presence of vast wealth and long to liberate it from its current owners and keep it safe with their existing fortunes. Others are eager fans to whom the idea of owning a famous Blood Bowl team is a fantasy they can afford to pursue. Some such fortunate fans take it a step further and build teams to live out their dreams of becoming famous players themselves!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Imperial Retainer Linemen | 45,000 | 6 | 3 | 4+ | 4+ | 8+ |
|
G | AS | |
0-2 | Imperial Throwers | 75,000 | 6 | 3 | 3+ | 3+ | 9+ |
|
GP | AS | |
0-2 | Noble Blitzers | 105,000 | 7 | 3 | 3+ | 4+ | 9+ | AG | PS | ||
0-4 | Bodyguards | 90,000 | 6 | 3 | 3+ | 5+ | 9+ |
|
GS | A | |
0-1 | Ogre | 140,000 | 5 | 5 | 4+ | 5+ | 10+ |
|
S | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
They say that the most important thing in a game of Blood Bowl is the ball. Well, not if you ask those teams that have devoted themselves to Khorne. To them, it's the first word of Nuffle's sacred game that is the most important - blood! In this issue, Spike! Journal takes a look at the recent resurgence of teams dedicated to the Blood God, and wades through the vast amounts of blood, gore and viscera they create to get the inside scoop on Khorne teams.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Bloodborn Marauder Lineman | 50,000 | 6 | 3 | 3+ | 4+ | 8+ |
|
GM | AS | |
0-4 | Khorngor | 70,000 | 6 | 3 | 3+ | 4+ | 9+ |
|
GMS | AP | |
0-4 | Bloodseeker | 110,000 | 5 | 4 | 4+ | 6+ | 10+ |
|
GMS | A | |
0-1 | Bloodspawn | 160,000 | 5 | 5 | 4+ | - | 9+ |
|
MS | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
If Blood Bowl historians are to be believed, Lizardmen have been playing the sport for over 8000 years. This does seem a little unlikely but when questioned, Blood Bowl historians just nod smugly, peer over their spectacles and say that this just goes to show how prescient Lizardmen are. Whatever the story behind their involvement in the sport, they’ve definitely made an impact! On the field, Lizardmen epitomise teamwork, with up to four different species working together on the pitch at a time. Skinks are the most numerous players, highly agile and as quick as lightning. They are balanced out by Saurus, fewer in number and not as fast, but capable of dishing out some serious punishment. Then there are the Kroxigor, reptilian monstrosities capable of felling an Ogre with a single blow!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Skink Runner Linemen | 60,000 | 8 | 2 | 3+ | 4+ | 8+ |
|
|
A | GPS |
0-2 | Chameleon Skinks | 70,000 | 7 | 2 | 3+ | 3+ | 8+ |
|
|
A | GPS |
0-6 | Saurus Blockers | 85,000 | 6 | 4 | 5+ | 6+ | 10+ | GS | A | ||
0-1 | Kroxigor | 140,000 | 6 | 5 | 5+ | - | 10+ |
|
|
S | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
The dead do not rest easy. From haunted castles to sinister forests, Undead creatures prowl the night, snatching unwary villagers from their beds. Well, some of them do. For the rest, there’s Blood Bowl! Many Necromancers, proficient at corpse-raising and flesh-crafting but lacking a real plan of how to use their skills, realise that warm dugouts are a lovely alternative to musty tombs and dank barrows, and therefore decide to assemble a team of players (quite literally!). Interestingly, a schism of sorts seems to have occurred, leading to two competing philosophies when it comes to coaching an Undead team. Some Necromancers put their trust in the ancient dead. Other Necromancers prefer a little more life in their team, buying the services of Werewolves with promises of fresh meat and stitching together hulking Flesh Golems from an assortment of cadavers.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Zombie Linemen | 40,000 | 4 | 3 | 4+ | - | 9+ | G | AS | ||
0-2 | Ghoul Runners | 75,000 | 7 | 3 | 3+ | 4+ | 8+ |
|
AG | PS | |
0-2 | Wraiths | 95,000 | 6 | 3 | 3+ | - | 9+ |
|
GS | A | |
0-2 | Werewolves | 125,000 | 8 | 3 | 3+ | 4+ | 9+ | AG | PS | ||
0-2 | Flesh Golems | 115,000 | 4 | 4 | 4+ | - | 10+ |
|
GS | A |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
To the north of the Empire lies the frozen realm of Norsca, a land whose harsh and unforgiving nature is reflected in those who live there. It's fair to say that, in the eyes of those who call the Empire their home, the Norscans may not be seen as comparatively, if at all, civilised - fond as they are of their beer and the odd spot of raiding every now and then. But if there is one thing that Norscans do very well, it's delivering their own hard-hitting brand of Blood Bowl!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Norse Raider Lineman | 50,000 | 6 | 3 | 3+ | 4+ | 8+ |
|
G | APS | |
0-2 | Beer Boar | 20,000 | 5 | 1 | 3+ | - | 6+ |
|
A | ||
0-2 | Norse Berzerker | 90,000 | 6 | 3 | 3+ | 5+ | 8+ | GS | AP | ||
0-2 | Valkyrie | 95,000 | 7 | 3 | 3+ | 3+ | 8+ |
|
AGP | S | |
0-2 | Ulfwerener | 105,000 | 6 | 4 | 4+ | - | 9+ |
|
GS | A | |
0-1 | Yhetee | 140,000 | 5 | 5 | 4+ | - | 9+ |
|
S | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
The followers of Chaos have been involved in Blood Bowl since the earliest days of the sport. Although most teams started as a conglomerate of followers of all of the Chaos gods, it didn’t take long for teams to be more selective in their choice of deity. On the field, Nurgle teams are a terrifying prospect to face. What they lack in agility and coordination, they more than make up for with brute strength, a natural resilience to harm and a whole playbook of stomach-churning tactics devised to bring the other team to its knees. Nurgle teams defy conventional definition, being made up of Rotters, players who have contracted one or more of Nurgle’s many blessings; Bloaters, players swollen with disease; Pestigors, Beastmen attracted to the smell; and Rotspawn, players so blessed by the Plague God that they have devolved into hideously mutated beasts.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Rotter Linemen | 35,000 | 5 | 3 | 4+ | 6+ | 9+ | GM | AS | ||
0-4 | Pestigors | 75,000 | 6 | 3 | 3+ | 4+ | 9+ |
|
GMS | AP | |
0-4 | Bloaters | 115,000 | 4 | 4 | 4+ | 6+ | 10+ |
|
GMS | A | |
0-1 | Rotspawn | 140,000 | 4 | 5 | 5+ | - | 10+ |
|
S | AGM |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
At face value, the thought of an Ogre Blood Bowl team is enough to fill most players with dread. Thankfully, the reality never quite lives up to their worst fears. For starters, most Ogres are incredibly dense. Just getting them to all turn up at the same time is a mammoth task. Not to mention that very few coaches can afford to field more than a few Ogres at a time, meaning that most Ogre teams are bulked out with Gnoblars. Then there’s the fact that, no matter how much you train them, the moment the whistle goes, most Ogres forget everything and try to pound their opponents into a bloody mess. Coaches who know what they’re doing can turn this to their advantage, but it’s a rare sight to see an Ogre team performing consistently.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Gnoblar Linemen | 15,000 | 5 | 1 | 3+ | 5+ | 6+ |
|
A | G | |
0-1 | Ogre Runt Punter | 145,000 | 5 | 5 | 4+ | 4+ | 10+ |
|
PS | AG | |
0-5 | Ogre Blockers | 140,000 | 5 | 5 | 4+ | 5+ | 10+ |
|
S | AGP |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
The cities of the Old World are bustling metropoles, populated by all manner of different races. From Kislev in the cold north, to Estalia in the sweltering south, Humans build their homes, and to these flock Dwarfs, Halflings and more. Many Dwarfs come to build the tall towers and maintain the high walls of these great cities, whilst Halflings come to cook, eat and steal any small items they happen upon. Indeed, in these more enlightened times when warfare is considered a thing of the past, ever more varied races flock to these urban centres, so that today even Ogres are an increasingly common sight. Old World Alliance teams, though relatively uncommon, tend to form in the largest of cities, where cosmopolitan players of various races are drawn together to enjoy Nuffle’s great game.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Old World Human Linemen | 50,000 | 6 | 3 | 3+ | 4+ | 9+ | G | AS | ||
0-1 | Old World Human Thrower | 80,000 | 6 | 3 | 3+ | 3+ | 9+ |
|
GP | AS | |
0-1 | Old World Human Catcher | 65,000 | 8 | 2 | 3+ | 5+ | 8+ | AG | S | ||
0-1 | Old World Human Blitzer | 90,000 | 7 | 3 | 3+ | 4+ | 9+ |
|
GS | A | |
0-2 | Old World Dwarf Blockers | 75,000 | 4 | 3 | 4+ | 5+ | 10+ |
|
GS | A | |
0-1 | Old World Dwarf Runner | 85,000 | 6 | 3 | 3+ | 4+ | 9+ |
|
GP | AS | |
0-1 | Old World Dwarf Blitzer | 80,000 | 5 | 3 | 3+ | 4+ | 10+ |
|
GS | A | |
0-1 | Old World Dwarf Troll Slayer | 95,000 | 5 | 3 | 4+ | - | 9+ |
|
GS | A | |
0-2 | Old World Halfling Hopeful | 30,000 | 5 | 2 | 3+ | 4+ | 7+ |
|
A | GS | |
0-1 | Ogre | 140,000 | 5 | 5 | 4+ | 5+ | 10+ |
|
S | AG | |
0-1 | Altern Forest Treeman | 120,000 | 2 | 6 | 5+ | 5+ | 11+ |
|
S | AGP |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Orcs have been playing Blood Bowl since the game was discovered – in fact it was an Orc who found the shrine where the sacred Tome of Nuffle was hidden. Orc teams are very hard-hitting, concentrating on pounding the opposition into the turf to create gaps through which Orc Blitzers can run. Indeed, if any fault can be found with Orc teams, it is that if they aren’t fighting amongst themselves, they’re spending too much time beating up the other team! Orcs have always respected brawn over intelligence, so their line of scrimmage is often overloaded with Big Uns and Troll players, adding even more weight to the front line. The Orc race also has close ties with other Greenskin races such as Goblins, and it is common to find such players in Orc teams.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Orc Linemen | 50,000 | 5 | 3 | 3+ | 4+ | 10+ | G | AS | ||
0-2 | Throwers | 65,000 | 5 | 3 | 3+ | 3+ | 9+ |
|
GP | AS | |
0-4 | Blitzers | 80,000 | 6 | 3 | 3+ | 4+ | 10+ |
|
GS | AP | |
0-4 | Big Un Blockers | 90,000 | 5 | 4 | 4+ | - | 10+ | GS | A | ||
0-4 | Goblins | 40,000 | 6 | 2 | 3+ | 4+ | 8+ |
|
|
A | GS |
0-1 | Untrained Troll | 115,000 | 4 | 5 | 5+ | 5+ | 10+ |
|
S | AGP |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
The first Shambling Undead teams took to the gridiron a mere half century ago, and it has taken much of that time for the Undead to become accepted by the establishment. Today, they are a popular sight on the pitch. Fans love to see the reanimated dead shambling about, oblivious to all but the most debilitating of injuries, even as they dish out punishment to the opposition! Be it dry as dust Skeletons, their marionette movements mocking the living, or fresh Zombies, their moans and groans echoing around the pitch, accompanied by the fans' laughter at their awkward and stilted movements. Or from enraged Mummies, their unearthly roars of anger setting pulses racing, to sinister Ghouls stalking the wide zones, eyeing the crowds hungrily, Undead teams are a feast of sensations for eager fans!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Skeleton Linemen | 40,000 | 5 | 3 | 4+ | 6+ | 8+ |
|
G | AS | |
0-12 | Zombie Linemen | 40,000 | 4 | 3 | 4+ | - | 9+ | G | AS | ||
0-4 | Ghoul Runners | 75,000 | 7 | 3 | 3+ | 4+ | 8+ |
|
AG | PS | |
0-2 | Wight Blitzers | 90,000 | 6 | 3 | 3+ | 5+ | 9+ |
|
GS | AP | |
0-2 | Mummies | 125,000 | 3 | 5 | 5+ | - | 10+ |
|
S | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
The game of Blood Bowl has become very popular in all walks of Skaven life. True to their warped nature, the Skaven have adapted the game in their own special ways. A new clan has been formed to govern and control the game – Clan Rigens – which consists of over 20 teams. The most famous are the Skavenblight Scramblers, twice winners of the Blood Bowl trophy. Several other teams have achieved successes in other, lesser leagues and competitions too, and there are mixed teams with a large proportion of Skaven competing at various levels. Of course, their close association with warpstone and the resulting mutations have helped with this success, but even the basic Skaven player has a lot going for them. It’s only a matter of time before a Skaven team makes it to the top again!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Skaven Clanrat Linemen | 50,000 | 7 | 3 | 3+ | 4+ | 8+ | G | AMS | ||
0-2 | Throwers | 85,000 | 7 | 3 | 3+ | 2+ | 8+ |
|
GP | AMS | |
0-4 | Gutter Runners | 85,000 | 9 | 2 | 2+ | 4+ | 8+ |
|
AG | MPS | |
0-2 | Blitzers | 90,000 | 7 | 3 | 3+ | 5+ | 9+ |
|
GS | AMP | |
0-1 | Rat Ogre | 150,000 | 6 | 5 | 4+ | - | 9+ |
|
S | AGM |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Snotlings are the smallest, and perhaps the most numerous, type of Greenskin in the world. Tiny in stature and severely lacking any sense of self-preservation, they are enthusiastic followers and players of Blood Bowl. They sometimes appear in Ogre teams, but Snotlings are often unwilling to take to the field alongside other races, believing as they so often do in self-perpetuating myths of their own superiority. Such Snotlings swarm together around a visionary coach in great numbers and take to the pitch in a frenzy of enthusiasm. Officials hate to see Snotling teams, for various reasons, chief amongst which is that Snotlings can’t (or, more correctly, won’t) count and their ridiculously tiny stature makes them nigh impossible to manage as they flood onto the pitch!
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Snotling Linemen | 15,000 | 5 | 1 | 3+ | 5+ | 6+ | A | G | ||
0-2 | Fungus Flingas | 30,000 | 5 | 1 | 3+ | 4+ | 6+ | AP | G | ||
0-2 | Fun-hoppas | 20,000 | 6 | 1 | 3+ | 5+ | 6+ | A | G | ||
0-2 | Stilty Runnas | 20,000 | 6 | 1 | 3+ | 5+ | 6+ |
|
A | G | |
0-2 | Pump Wagons | 105,000 | 4 | 5 | 5+ | - | 9+ |
|
S | AG | |
0-2 | Trained Trolls | 115,000 | 4 | 5 | 5+ | 5+ | 10+ |
|
S | AGP |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Once upon a time, Undead teams were few and far between, but that’s not the case these days. Relative newcomers to the sport, Tomb Kings teams hail from the scorching deserts far to the south, and travel from game to game on great barges that are bedecked with all the finery of their ancient kingdoms. Each team is led by a liche priest, an ancient wizard who holds the team together, quite literally, as well as fulfilling all the normal roles you’d expect from a head coach. The team itself is mostly made up of the Skeletons of long-dead players who were sealed into the tombs alongside their deceased sponsors in millennia past, fulfilling the terms of their eternal contracts, rounded out with mighty Tomb Guardians, dauntless revenants who are an utter terror in the midfield.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Skeleton Lineman | 40,000 | 5 | 3 | 4+ | 6+ | 8+ |
|
G | AS | |
0-4 | Tomb Guardian | 100,000 | 4 | 5 | 5+ | - | 10+ | S | AG | ||
0-2 | Anointed Thrower | 70,000 | 6 | 3 | 4+ | 3+ | 8+ |
|
GP | A | |
0-2 | Anointed Blitzer | 90,000 | 6 | 3 | 4+ | 6+ | 9+ |
|
GS | AP |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Ask any Goblinoid and they’ll tell you that it’s not easy being a low-down sneaky git! Similarly, if you managed to corner a Skaven long enough to get an answer out of them, they’d probably tell you that living in the sewers is less fun than it looks. It’s not entirely clear when these very different races first joined forces, but there’s a good chance that the Underworld Creepers were the first such team to take to the pitch. Fuelled by a heady elixir of warpstone- infused mushrooms, Underworld Denizens teams combine the sneakiness of Snotlings and Goblins with the speed of Skaven; most are despised, but some of them have garnered a cult following! The most popular tend to be those who field a Troll or Rat Ogre, hideous and pallid mountains of slab-like muscle that serve as enforcers for their smaller team-mates.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Underworld Goblin Linemen | 40,000 | 6 | 2 | 3+ | 4+ | 8+ |
|
|
AM | GS |
0-6 | Underworld Snotlings | 15,000 | 5 | 1 | 3+ | 5+ | 6+ | A | G | ||
0-3 | Skaven Clanrat | 50,000 | 7 | 3 | 3+ | 4+ | 8+ | GM | AS | ||
0-1 | Skaven Thrower | 85,000 | 7 | 3 | 3+ | 2+ | 8+ |
|
GMP | AS | |
0-1 | Gutter Runner | 85,000 | 9 | 2 | 2+ | 4+ | 8+ |
|
AGM | PS | |
0-1 | Skaven Blitzer | 90,000 | 7 | 3 | 3+ | 5+ | 9+ |
|
GMS | AP | |
0-1 | Underworld Troll | 115,000 | 4 | 5 | 5+ | 5+ | 10+ |
|
MS | AGP | |
0-1 | Mutant Rat Ogre | 150,000 | 6 | 5 | 4+ | - | 9+ |
|
MS | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Vampires have long been involved in Blood Bowl; in fact, it was the very name of the sport which first enticed them to the gridiron! In this issue of Spike! Journal, we have been invited into the ornate castles of Sylvania to discover more about these highly skilled, if often a little peckish, Blood Bowl players and find out just how they keep their appetites in check while on the pitch.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-16 | Thrall Lineman | 40,000 | 6 | 3 | 3+ | 4+ | 8+ | G | AS | ||
0-2 | Vampire Runner | 100,000 | 8 | 3 | 2+ | 4+ | 8+ | AG | SP | ||
0-2 | Vampire Blitzer | 110,000 | 6 | 4 | 2+ | 5+ | 9+ |
|
AGS | P | |
0-2 | Vampire Thrower | 110,000 | 6 | 4 | 2+ | 2+ | 9+ |
|
AGP | S | |
0-1 | Vargheist | 150,000 | 5 | 5 | 4+ | - | 10+ | S | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Wood Elves make natural Blood Bowl players, although their refusal to wear heavy armour does leave them vulnerable to some of the more hard hitting teams. Generally, the Wood Elves’ natural athletic ability is enough to keep them out of trouble – it takes a fast or cunning foe to catch a Wood Elf player. In any case, no decent Wood Elf wants to wear bulky, shapeless armour, let alone be seen in it! For Wood Elves the long pass is everything, even more so than for their High Elf cousins, and all of their effort goes into becoming experts at throwing or receiving. The one exception to this is the Wood Elf Wardancers. These athletic warriors are trained in the deadly arts of hand-to-hand combat and are a match for almost any foe.
Qty | Position | Cost | MA | ST | AG | PA | AV | Skills | Traits | Primary | Secondary |
---|---|---|---|---|---|---|---|---|---|---|---|
0-12 | Wood Elf Linemen | 70,000 | 7 | 3 | 2+ | 4+ | 8+ | AG | S | ||
0-2 | Throwers | 95,000 | 7 | 3 | 2+ | 2+ | 8+ |
|
AGP | S | |
0-4 | Catchers | 90,000 | 8 | 2 | 2+ | 4+ | 8+ | AG | PS | ||
0-2 | Wardancers | 125,000 | 8 | 3 | 2+ | 4+ | 8+ | AG | PS | ||
0-1 | Loren Forest Treeman | 120,000 | 2 | 6 | 5+ | 5+ | 11+ |
|
S | AG |
Name | Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
80,000 | 7 | 1 | 2+ | - | 6+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
80,000 | 6 | 3 | 3+ | 3+ | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
180,000 | 4 | 5 | 4+ | 6+ | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
200,000 | 6 | 3 | 3+ | 4+ | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
50,000 | 6 | 2 | 3+ | 3+ | 8+ |
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
130,000 | 5 | 3 | 4+ | - | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
230,000 | 7 | 4 | 2+ | 4+ | 9+ |
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
50,000 | 5 | 2 | 3+ | 3+ | 7+ |
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
340,000 | 6 | 5 | 2+ | 3+ | 10+ |
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
250,000 | 5 | 5 | 4+ | 4+ | 10+ |
|
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
280,000 | 2 | 7 | 5+ | 4+ | 11+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
190,000 | 8 | 2 | 3+ | 4+ | 8+ |
|
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
190,000 | 8 | 2 | 3+ | 4+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
230,000 | 8 | 3 | 2+ | 5+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
190,000 | 6 | 3 | 3+ | 4+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
250,000 | 4 | 5 | 4+ | - | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
80,000 | 4 | 7 | 3+ | - | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
195,000 | 5 | 4 | 4+ | - | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
150,000 | 7 | 2 | 2+ | 2+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
270,000 | 6 | 6 | 5+ | - | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
250,000 | 5 | 5 | 4+ | 4+ | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
240,000 | 6 | 6 | 4+ | - | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
260,000 | 7 | 3 | 2+ | - | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
280,000 | 7 | 4 | 2+ | 3+ | 9+ |
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
200,000 | 5 | 4 | 3+ | - | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
210,000 | 5 | 3 | 3+ | 4+ | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
300,000 | 6 | 6 | 4+ | 6+ | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
180,000 | 9 | 3 | 2+ | 3+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
140,000 | 6 | 3 | 3+ | - | 9+ |
|
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
230,000 | 6 | 4 | 4+ | 5+ | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
245,000 | 6 | 4 | 3+ | 4+ | 9+ |
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
210,000 | 6 | 4 | 3+ | 4+ | 9+ |
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
170,000 | 5 | 7 | 4+ | - | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
260,000 | 5 | 5 | 3+ | 5+ | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
340,000 | 7 | 3 | 2+ | 5+ | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
130,000 | 5 | 4 | 4+ | - | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
220,000 | 4 | 5 | 4+ | 6+ | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
340,000 | 6 | 6 | 3+ | 4+ | 11+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
120,000 | 6 | 2 | 3+ | - | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
120,000 | 5 | 3 | 3+ | 4+ | 7+ |
|
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
130,000 | 7 | 3 | 3+ | 5+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
250,000 | 4 | 6 | 5+ | 4+ | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
70,000 | 6 | 2 | 3+ | 4+ | 7+ |
|
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
160,000 | 6 | 3 | 3+ | 4+ | 8+ |
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
270,000 | 8 | 3 | 1+ | 4+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
170,000 | 6 | 3 | 3+ | - | 8+ |
|
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
130,000 | 7 | 2 | 3+ | 5+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
200,000 | 5 | 5 | 4+ | - | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
250,000 | 5 | 5 | 4+ | - | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
150,000 | 6 | 3 | 4+ | 4+ | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
225,000 | 6 | 2 | 3+ | 3+ | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
170,000 | 6 | 3 | 4+ | 3+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
340,000 | 7 | 3 | 2+ | 5+ | 8+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
280,000 | 6 | 5 | 3+ | 5+ | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
220,000 | 8 | 4 | 3+ | 4+ | 9+ |
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
150,000 | 5 | 4 | 3+ | 6+ | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
170,000 | 6 | 3 | 4+ | 4+ | 9+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
230,000 | 5 | 5 | 4+ | 5+ | 10+ |
|
Cost | MA | ST | AG | PA | AV | Skills | Traits |
---|---|---|---|---|---|---|---|
130,000 | 4 | 4 | 4+ | 3+ | 10+ |
|
Players that are Standing and have not lost their Tackle Zone can use their Skills or Traits at any time, not just during their own activation. Players that are Prone or Stunned, or that have lost their Tackle Zone for any reason, cannot use any Skills or Traits unless otherwise stated in the Skill or Trait description:
1st D6 | 2nd D6 | Agility | General | Mutations | Passing | Strength |
---|---|---|---|---|---|---|
1-3 | 1 | Catch | Block | Big Hand | Accurate | Arm Bar |
2 | Diving Catch | Dauntless | Claws | Cannoneer | Brawler | |
3 | Diving Tackle | Dirty Player (+X) | Disturbing Presence * | Cloud Burster | Break Tackle | |
4 | Dodge | Fend | Extra Arms | Dump-off | Grab | |
5 | Defensive | Frenzy * | Foul Appearance * | Fumblerooskie | Guard | |
6 | Jump Up | Kick | Horns | Hail Mary Pass | Juggernaut | |
4-5 | 1 | Leap | Pro | Iron Hard Skin | Leader | Mighty Blow (+X) |
2 | Safe Pair of Hands | Shadowing | Monstrous Mouth | Nerves of Steel | Multiple Block | |
3 | Sidestep | Strip Ball | Prehensile Tail | On the Ball | Pile Driver | |
4 | Sneaky Git | Sure Hands | Tentacles | Pass | Stand Firm | |
5 | Sprint | Tackle | Two Heads | Running Pass | Strong Arm | |
6 | Sure Feet | Wrestle | Very Long Legs | Safe Pass | Thick Skull |
When this player performs a Quick Pass action or a Short Pass action, you may apply an additional +1 modifier to the Passing Ability test.
If this player wishes to perform a Throw Team-mate action, roll a D6 after they have finished moving, but before they throw their team-mate. On a roll of 2+, continue with the throw as normal. On a roll of 1, this player will attempt to eat their team-mate. Roll another D6:
When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6, applying a +2 modifier to the dice roll if you declared the player would perform a Block or Blitz action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action):
If you declared that this player would perform an action which can only be performed once per team turn and this player’s activation ended before the action could be completed, the action is considered to have been performed and no other player on your team may perform the same action this team turn.
This player is jealous of and dislikes certain other players on their team, as shown in brackets after the name of the Skill on this player’s profile. This may be defined by position or race. For example, a Skaven Thrower on an Underworld Denizens team has Animosity (Underworld Goblin Linemen), meaning they suffer Animosity towards any Underworld Goblin Linemen players on their team. Whereas a Skaven Renegade on a Chaos Renegade team has Animosity (all team-mates), meaning they suffer Animosity towards all of their team-mates equally.
When this player wishes to perform a Hand-off action to a team-mate of the type listed, or attempts to perform a Pass action and the target square is occupied by a team-mate of the type listed, this player may refuse to do so. Roll a D6. On a roll of 1, this player refuses to perform the action and their activation comes to an end. Animosity does not extend to Mercenaries or Star Players.
If an opposition player Falls Over as the result of failing their Agility test when attempting to Dodge, Jump or Leap out of a square in which they were being Marked by this player, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made and may be applied even if this player is now Prone.
If the opposition player was being Marked by more than one player with this Skill, only one player may use it.
When this player is activated, the only action they may perform is a ‘Ball & Chain Move’ Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.
When this player performs this Special action:
Repeat this process for each square the player moves.
If this player would move into a square that is occupied by a Standing player from either team, they must perform a Block action against that player, following the normal rules, but with the following exceptions:
If this player moves into a square that is occupied by a Prone or Stunned player from either team, for any reason, that player is immediately pushed back and an Armour roll is made against them.
This player may Rush. Declare that the player will Rush before placing the Throw-in template and rolling the D6 to determine direction:
If this player ever Falls Over, is Knocked Down or is Placed Prone, an Injury roll is immediately made against them (no Armour roll is required), treating a Stunned result as a KO’d result.
A player with this Trait cannot also have the Diving Tackle, Frenzy, Grab, Leap, Multiple Block, On the Ball or Shadowing skills.
When this player is activated, the only action they may perform is a 'Ball & Chain Move' Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.
When this player performs this Special action:
Repeat this process for each square the player moves.
If this player would move into a square that is occupied by a Standing player from either team, they must perform a Block action against that player, following the normal rules, but with the following exceptions:
If this player moves into a square that is occupied by a Prone or Stunned player from either team, for any reason, that player is immediately pushed back and an Armour roll is made against them.
This player may Rush. Declare that the player will Rush before placing the Throw-in template and rolling the D6 to determine direction:
If this player ever Falls Over, is Knocked Down or is Placed Prone, an Injury roll is immediately made against them (no Armour roll is required), treating a Stunned result as a KO'd result.
A player with this Trait cannot also have the Diving Tackle, Frenzy, Grab, Leap, Multiple Block, On the Ball or Shadowing skills.
This player may ignore any modifier(s)for being Marked or for Pouring Rain weather conditions when they attempt to pick up the ball.
When a Both Down result is applied during a Block action, this player may choose to ignore it and not be Knocked Down, as described on page 57.
To keep control of their wits, Vampires need a supply of fresh blood. Whenever a player with this Trait activates, after declaring their action, they must roll a D6, adding I to the roll if they declared a Block action or a Blitz action. If they roll equal to or higher than the number shown in brackets, they may activate as normal.
If the player rolls lower than the number shown in brackets, or rolls a natural 1, they may continue their activation as normal though they may change their declared action to a Move action if they wish. If the player declared an action that can only be performed once per team turn (such as a Blitz action) this will still count as the one of that action for the team turn. At the end of their activation they may bite an adjacent Thrall Lineman teammate (Standing, Prone or Stunned). If they bite a Thrall, immediately make an Injury roll for the Thrall treating any Casualty result as Badly Hurt; this will not cause a Turnover unless the Thrall was holding the ball. If they do not bite a Thrall for any reason then a Turnover is caused, the player will lose their Tackle Zone until they are next activated, and will immediately drop the ball if they were holding it. If the player was in the opposing End Zone, no touchdown is scored. If a player who failed this roll wants to make a Pass action, Hand-off, or score then they must bite a Thrall before they perform the action or score.
When activated and if they are Standing, this player can perform a ‘Throw Bomb’ Special action. This Special action is neither a Pass action nor a Throw Team-mate action, so does not prevent another player performing one of those actions during the same team turn. However, only a single player with this Trait may perform this Special action each team turn.
A Bomb can be thrown and caught, and the throw interfered with, just like a ball, using the rules for Pass actions as described on page 48, with the following exceptions:
If a Bomb is caught by a player on either team, roll a D6:
Should a Bomb ever leave the pitch, it explodes in the crowd with no effect (on the game) before the crowd can throw it back.
When a Bomb comes to rest on the ground, in either an unoccupied square, in a square occupied by a player that failed to catch the Bomb or in a square occupied by a Prone or Stunned player, it will explode immediately:
This modifier may be applied after the roll has been made.
When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6:
If you declared that this player would perform an action which can only be performed once per team turn and this player’s activation ended before the action could be completed, the action is considered to have been performed and no other player on your team may perform the same action this team turn.
When this player performs a Block action on its own (but not as part of a Blitz action), this player may re-roll a single Both Down result.
Once during their activation, after making an Agility test in order to Dodge, this player may modify the dice roll by +1 if their Strength characteristic is 4 or less, or by +2 if their Strength characteristic is 5 or more.
Once per activation, instead of performing a Block action (either on its own or as part of a Blitz action), this player may perform a Breathe Fire Special action. When a player makes a Breathe Fire Special action they may choose one Standing opposition player they are Marking and roll a D6, applying a -1. modifier if the target has a ST of 5 or higher. On a 1, the player gets overeager, engulfing themself in flame and is immediately Knocked Down. On a 2-3, the opposition player ducks the gout of flame and nothing happens. On a 4+, the opposition player takes a ball of fire straight to the face and is immediately Placed Prone. However, if the roll is a natural 6, the potent pyro has taken its toll and the opposition player is Knocked Down instead. After the Breathe Fire Special action has been resolved, this player's activation immediately ends.
When this player performs a Long Pass action or a Long Bomb Pass action, you may apply an additional +1 modifier to the Passing Ability test.
This player may re-roll a failed Agility test when attempting to catch the ball.
Instead of performing a Block action (on its own or as part of a Blitz action), this player may perform a ‘Chainsaw Attack’ Special action. Exactly as described for a Block action, nominate a single Standing player to be the target of the Chainsaw Attack Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.
To perform a Chainsaw Attack Special action, roll a D6:
This player can only use the Chainsaw once per turn(i.e., a Chainsaw cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz action, this player cannot continue moving after using it.
If this player Falls Over or is Knocked Down, the opposing coach may add +3 to the Armour roll made against the player.
If an opposition player performs a Block action targeting this player and a Player Down! or a POW! result is applied, +3 is added to the Armour roll. If a Both Down result is applied, +3 is added to both Armour rolls.
Finally, this player may use their Chainsaw when they perform a Foul action. Roll a D6 for kick-back as described above. Once again, an Armour roll is made against the player hit by the Chainsaw, adding +3 to the score.
When you make an Armour roll against an opposition player that was Knocked Down as the result of a Block action performed by this player, a roll of 8+ before applying any modifiers will break their armour, regardless of their actual Armour Value.
When this player performs a Long Pass action or a Long Bomb Pass action, you may choose to make the opposing coach re-roll a successful attempt to interfere with the pass.
When this player performs a Block action (on its own or as part of a Blitz action), if the nominated target has a higher Strength characteristic than this player before counting offensive or defensive assists but after applying any other modifiers, roll a D6 and add this player’s Strength characteristic to the result. If the total is higher than the target’s Strength characteristic, this player increases their Strength characteristic to be equal to that of the target of the Block action, before counting offensive or defensive assists, for the duration of this Block action.
If this player has another Skill that allows them to perform more than one Block action, such as Frenzy, they must make a Dauntless roll before each separate Block action is performed.
If this player suffers a Casualty result on the Injury table, there is a +1 modifier applied to all rolls made against this player on the Casualty table.
During your opponent’s team turn(but not during your own team turn), any opposition players being Marked by this player cannot use the Guard skill.
When this player commits a Foul action, either the Armour roll or Injury roll made against the victim may be modified by the amount shown in brackets. This modifier may be applied after the roll has been made.
When an opposition player performs either a Pass action, a Throw team-mate action or a Throw Bomb Special action, or attempts to either interfere with a pass or to catch the ball, they must apply a -1 modifier to the test for each player on your team with this Skill that is within three squares of them, even if the player with this Skill is Prone, Stunned or has lost their Tackle Zone.
This player may attempt to catch the ball if a pass, throw-in or kick-off causes it to land in a square within their Tackle Zone after scattering or deviating. This Skill does not allow this player to attempt to catch the ball if it bounces into a square within their Tackle Zone.
Additionally, this player may apply a +1 modifier to any attempt to catch an accurate pass if they occupy the target square.
Should an active opposition player that is attempting to Dodge, Jump or Leap in order to vacate a square in which they are being Marked by this player pass their Agility test, you may declare that this player will use this Skill. Your opponent must immediately subtract 2 from the result of the Agility test. This player is then Placed Prone in the square vacated by the opposition player.
If the opposition player was being Marked by more than one player with this Skill, only one player may use it.
Once per team turn, during their activation, this player may re-roll a failed Agility test when attempting to Dodge.
Additionally, this player may choose to use this Skill when they are the target of a Block action and a Stumble result is applied against them, as described on page 57.
This player suffers a -1 penality to the dice roll when attempting to Rush.
If this player is nominated as the target of a Block action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action) and if they are in possession of the ball, they may immediately perform a Quick Pass action, interrupting the activation of the opposition player performing the Block action (or Special action) to do so. This Quick Pass action cannot cause a Turnover, but otherwise all of the normal rules for passing the ball apply. Once the Quick Pass action is resolved, the active player performs the Block action and their team turn continues.
This player may apply a +1 modifier when they attempt to pick up or catch the ball, or when they attempt to interfere with a pass.
If this player is pushed back as the result of any block dice result being applied against them, they may choose to prevent the player that pushed them back from following-up. However, the player that pushed them back may continue to move as part of a Blitz action if they have Movement Allowance remaining or by Rushing.
This Skill cannot be used when this player is chain-pushed, against a player with the Ball & Chain trait or against a player with the Juggernaut skill that performed the Block action as part of a Blitz.
When an opposition player declares a Block action targeting this player (on its own or as part of a Blitz action), or any Special action that targets this player, their coach must first roll a D6, even if this player has lost their Tackle Zone. On a roll of 1, the player cannot perform the declared action and the action is wasted.
Every time this player performs a Block action (on its own or as part of a Blitz action), they must follow-up if the target is pushed back and if they are able. If the target is still Standing after being pushed back, and if this player was able to follow-up, this player must then perform a second Block action against the same target, again following-up if the target is pushed back.
If this player is performing a Blitz action, performing a second Block action will also cost them one square of their Movement Allowance. If this player has no Movement Allowance left to perform a second Block action, they must Rush to do so. If they cannot Rush, they cannot perform a second Block action.
Note that if an opposition player in possession of the ball is pushed back into your End Zone and is still Standing, a touchdown will be scored, ending the drive. In this case, the second Block action is not performed.
A player with this Skill cannot also have the Grab skill.
When this player performs a Move or Blitz action whilst in possession of the ball, they may choose to ‘drop’ the ball. The ball may be placed in any square the player vacates during their movement and does not bounce. No Turnover is caused.
When this player performs a Block action (on its own or as part of a Blitz action), using this Skill prevents the target of the Block action from using the Sidestep skill.
Additionally, when this player performs a Block Action on its own(but not as part of a Blitz action), if the target is pushed back, this player may choose any unoccupied square adjacent to the target to push that player into. If there are no unoccupied squares, this Skill cannot be used.
A player with this Skill cannot also have the Frenzy skill.
This player can offer both offensive and defensive assists regardless of how many opposition players are Marking them.
When this player performs a Pass action (or a Throw Bomb action), the target square can be anywhere on the pitch and the range ruler does not need to be used. A Hail Mary pass is never accurate, regardless of the result of the Passing Ability test it will always be inaccurate at best. A Passing Ability test is made and can be re-rolled as normal in order to determine if the Hail Mary pass is wildly inaccurate or is fumbled. A Hail Mary pass cannot be interfered with. This Skill may not be used in a Blizzard.
After a player with this Trait performs a Block action, they may immediately move one free square ignoring Tackle Zones so long as they are still Standing. They must ensure that after this free move, they are not Marked by or Marking any opposition players.
When this player performs a Block action as part of a Blitz action (but not on its own), you may apply a +1 modifier to this player’s Strength characteristic. This modifier is applied before counting assists, before applying any other Strength modifiers and before using any other Skills or Traits.
During their activation, this player may perform a ‘Hypnotic Gaze’ Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.
To perform a Hypnotic Gaze Special action, nominate a single Standing opposition player that has not lost their Tackle Zone and that this player is Marking. Then make an Agility test for this player, applying a -1 modifier for every player (other than the nominated player) that is Marking this player. If the test is passed, the nominated player loses their Tackle Zone until they are next activated.
This player may move before performing this Special action, following all of the normal movement rules. However, once this Special action has been performed, this player may not move further and their activation comes to an This player is jealous of and dislikes certain other players on their team, as shown in brackets after the name of the Skill on this player’s profile. This may be defined by position or race. For example, a Skaven Thrower on an Underworld Denizens team has Animosity (Underworld Goblin Linemen), meaning they suffer Animosity towards any Underworld Goblin Linemen players on their team. Whereas a Skaven Renegade on a Chaos Renegade team has Animosity (all team-mates), meaning they suffer Animosity towards all of their team-mates equally.
When this player wishes to perform a Hand-off action to a team-mate of the type listed, or attempts to perform a Pass action and the target square is occupied by a team-mate of the type listed, this player may refuse to do so. Roll a D6. On a roll of 1, this player refuses to perform the action and their activation comes to an end. Animosity does not extend to Mercenaries or Star Players.
The Claws skill cannot be used when making an Armour roll against this player.
When this player performs a Block action as part of a Blitz action (but not on its own), they may choose to treat a Both Down result as a Push Back result. In addition, when this player performs a Block action as part of a Blitz action, the target of the Block action may not use the Fend, Stand Firm or Wrestle skills.
If this player is Prone they may stand up for free (i.e., standing up does not cost this player three (3) squares of their Movement Allowance, as it normally would).
Additionally, if this player is Prone when activated, they may attempt to Jump Up and perform a Block action. This player makes an Agility test, applying a +1 modifier. If this test is passed, they stand up and may perform a Block action. If the test is failed, they remain Prone and their activation ends.
If this player is nominated to be the kicking player during a kick-off, you may choose to halve the result of the D6 to determine the number of squares that the ball deviates, rounding any fractions down.
Once per team turn, in addition to another player performing either a Pass or a Throw Team-mate action, a single player with this Trait on the active team can perform a ‘Kick Team-mate’ Special action and attempt to kick a Standing team-mate with the Right Stuff trait that is in a square adjacent to them.
To perform a Kick Team-mate Special action, follow the rules for Throw Team-mate actions as described on page 52.
However, if the Kick Team-mate Special action is fumbled, the kicked player is automatically removed from play and an Injury roll is made against them, treating a Stunned result as a KO’d result (note that, if the player that performed this action also has the Mighty Blow (+X) skill, the coach of the opposing team may use that Skill on this Injury roll). If the kicked player was in possession of the ball when removed from play, the ball will bounce from the square they occupied.
A team which has one or more players with this Skill gains a single extra team re-roll, called a Leader re-roll. However, the Leader re-roll can only be used if there is at least one player with this Skill on the pitch (even if the player with this Skill is Prone, Stunned or has lost their Tackle Zone). If all players with this Skill are removed from play before the Leader re-roll is used, it is lost. The Leader re-roll can be carried over into extra time if it is not used, but the team does not receive a new one at the start of extra time. Unlike standard Team Re-rolls, the Leader Re-roll cannot be lost due to a Halfling Master Chef. Otherwise, the Leader re-roll is treated just like a normal team re-roll.
During their movement, instead of jumping over a single square that is occupied by a Prone or Stunned player, as described on page 45, a player with this Skill may choose to Leap over any single adjacent square, including unoccupied squares and squares occupied by Standing players.
Additionally, this player may reduce any negative modifier applied to the Agility test when they attempt to Jump over a Prone or Stunned player, or to Leap over an empty square or a square occupied by a Standing player by 1, to a minimum of -1.
A player with this Skill cannot also have the Pogo Stick trait.
If this player wishes to use a team re-roll, roll a D6. If you roll equal to or higher than the target number shown in brackets, this player may use the team re-roll as normal. Otherwise, the original result stands without being re-rolled but the team re-roll is lost just as if it had been used.
When an opposition player is Knocked Down as the result of a Block action performed by this player (on its own or as part of a Blitz action), you may modify either the Armour roll or Injury roll by the amount shown in brackets. This modifier may be applied after the roll has been made.
This Skill cannot be used with the Stab or Chainsaw traits.
This player may re-roll any failed attempt to catch the ball. In addition, the Strip Ball skill cannot be used against this player.
When this player performs a Block action on its own (but not as part of a Blitz action), they may choose to perform two Block actions, each targeting a different player they are Marking. However, doing so will reduce this player’s Strength characteristic by 2 for the duration of this activation. Both Block actions are performed simultaneously, meaning both are resolved in full even if one or both result in a Turnover. The dice rolls for each Block action should be kept separate to avoid confusion. This player cannot follow-up when using this Skill.
Note that choosing to use this Skill means this player will be unable to use the Frenzy skill during the same activation.
A player with this Trait may not willingly give up the ball when in possession of it, and so may not make Pass actions, Hand-off actions, or use any other Skill or Trait that would allow them to relinquish possession of the ball. The only way they can lose possession of the ball is by being Knocked Down, Placed Prone, Falling Over or by the effect of a Skill, Trait, or special rule of an opposing model.
This player may ignore any modifier(s)for being Marked when they attempt to perform a Pass action, attempt to catch the ball or attempt to interfere with a pass.
This player is unable to take possession of the ball. They may not attempt to pick it up, to catch it, or attempt to interfere with a pass. Any attempt to do so will automatically fail, causing the ball to bounce. Should this player voluntarily move into a square in which the ball is placed, they cannot attempt to pick it up. The ball will bounce and a Turnover is caused as if this player had failed an attempt to pick up the ball.
This player may move up to three squares (regardless of their MA), following all of the normal movement rules, when the opposing coach declares that one of their players is going to perform a Pass action. This move is made after the range has been measured and the target square declared, but before the active player makes a Passing Ability test. Making this move interrupts the activation of the opposition player performing the Pass action. A player may use this Skill when an opposition player uses the Dump-off skill, but should this player Fall Over whilst moving, a Turnover is caused.
Additionally, during each Start of Drive sequence, after Step 2 but before Step 3, one Open player with this Skill on the receiving team may move up to three squares (regardless of their MA). This Skill may not be used if a touchback is caused when the kick deviates and does not allow the player to cross into their opponent’s half of the pitch.
This player may re-roll a failed Passing Ability test when performing a Pass action.
At the end of the opposition's team turn, roll a D6 for each Prone, non-Stunned team-mate within three squares of a standing player with this Trait. On a 5+, the Prone player may immediately stand up.
When an opposition player is Knocked Down by this player as the result of a Block action (on its own or as part of a Blitz action), this player may immediately commit a free Foul action against the Knocked Down player. To use this Skill, this player must be Standing after the block dice result has been selected and applied, and must occupy a square adjacent to the Knocked Down player. After using this Skill, this player is Placed Prone and their activation ends immediately.
Once per game, if an opposition player with a Strength characteristic of 4 or less that does not have the Decay, Regeneration or Stunty traits suffers a Casualty result of 15-16, DEAD as the result of a Block action performed or a Foul action committed by a player with this Trait that belongs to your team, and if that player cannot be saved by an apothecary, you may choose to use this Trait. If you do, that player does not die; they have instead been infected with a virulent plague!
If your team has the ‘Favoured of Nurgle’ special rule, a new ‘Rotter Lineman’ player, drawn from the Nurgle roster, can be placed immediately in the Reserves box of your team’s dugout (this may cause a team to have more than 16 players for the remainder of this game). During step 4 of the post-game sequence, this player may be permanently hired, exactly as you would a Journeyman player that had played for your team (see page 72).
During their movement, instead of jumping over a single square that is occupied by a Prone or Stunned player, as described on page 45, a player with this Trait may choose to Leap over any single adjacent square, including unoccupied squares and squares occupied by Standing players.
Additionally, when this player makes an Agility test to Jump over a Prone or Stunned player, or to Leap over an empty square or a square occupied by a Standing player, they may ignore any negative modifiers that would normally be applied for being Marked in the square they jumped or leaped from and/or for being Marked in the square they have jumped or leaped into.
A player with this Trait cannot also have the Leap skill.
When an active opposition player attempts to Dodge, Jump or Leap in order to vacate a square in which they are being Marked by this player, there is an additional -1 modifier applied to the active player’s Agility test.
If the opposition player is being Marked by more than one player with this Mutation, only one player may use it.
During their activation, this player may attempt to re-roll one dice. This dice may have been rolled either as a single dice roll, as part of a multiple dice roll or as part of a dice pool, but cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll. Roll a D6:
Once this player has attempted to use this Skill, they may not use a re-roll from any other source to re-roll this one dice.
Instead of performing a Block action (on its own or as part of a Blitz action), this player may perform a ‘Projectile Vomit’ Special action. Exactly as described for a Block action, nominate a single Standing player to be the target of the Projectile Vomit Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.
To perform a Projectile Vomit Special action, roll a D6:
A player can only perform this Special action once per turn (i.e., Projectile Vomit cannot be used with Frenzy or Multiple Block).
When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6, applying a +2 modifier to the dice roll if this player is currently adjacent to one or more Standing team-mates that do not have this Trait:
Note that if you declared that this player would perform an action which can only be performed once per team turn and this player’s activation ended before the action could be completed, the action is considered to have been performed and no other player on your team may perform the same action this team turn.
After a Casualty roll has been made against this player, roll a D6. On a roll of 4+, the Casualty roll is discarded without effect and the player is placed in the Reserves box rather than the Casualty box of their team dugout. On a roll of 1-3, however, the result of the Casualty roll is applied as normal.
If this player also has a Strength characteristic of 3 or less, they can be thrown by a team-mate with the Throw Team-mate skill, as described on page 52.
If this player performs a Quick Pass action, their activation does not have to end once the pass is resolved. If you wish and if this player has not used their full Movement Allowance, they may continue to move after resolving the pass.
If this player is Knocked Down or Placed Prone (but not if they Fall Over) whilst in possession of the ball, the ball does not bounce. Instead, you may place the ball in an unoccupied square adjacent to the one this player occupies when they become Prone.
Should this player fumble a Pass action, the ball is not dropped, does not bounce from the square this player occupies, and no Turnover is caused. Instead, this player retains possession of the ball and their activation ends.
When a drive in which this player took part ends, even ifthis player was not on the pitch at the end of the drive, thisplayer will be Sent-off for committing a Foul, as describedon page 63.
This player can use this Skill when an opposition player they are Marking voluntarily moves out of a square within this player’s Tackle Zone. Roll a D6, adding the MA of this player to the roll and then subtracting the MA of the opposition player. If the result is 6 or higher, or if the roll is a natural 6, this player may immediately move into the square vacated by the opposition player (this player does not need to Dodge to make this move). If, however, the result is 5 or lower, or if the roll is a natural 1, this Skill has no further effect.
A player may use this Skill any number of times per turn, during either team’s turn. If an opposition player is being Marked by more than one player with this Skill, only one player may use it.
If this player is pushed back for any reason, they are not moved into a square chosen by the opposing coach. Instead you may choose any unoccupied square adjacent to this player. This player is pushed back into that square instead. If there are no unoccupied squares adjacent to this player, this Skill cannot be used.
When this player performs a Foul action, they are not Sent-off for committing a Foul should they roll a natural double on the Armour roll.
Additionally, the activation of this player does not have to end once the Foul has been committed. If you wish and if this player has not used their full Movement Allowance, they may continue to move after committing the Foul.
When this player performs any action that includes movement, they may attempt to Rush three times, rather than the usual two.
Instead of performing a Block action (on its own or as part of a Blitz action), this player may perform a ‘Stab’ Special action. Exactly as described for a Block action, nominate a single Standing player to be the target of the Stab Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.
To perform a Stab Special action, make an unmodified Armour roll against the target:
This player may choose not to be pushed back, either as the result of a Block action made against them or by a chain-push. Using this Skill does not prevent an opposition player with the Frenzy skill from performing a second Block action if this player is still Standing after the first.
When this player targets an opposition player that is in possession of the ball with a Block action (on its own or as part of a Blitz action), choosing to apply a Push Back result will cause that player to drop the ball in the square they are pushed back into. The ball will bounce from the square the player is pushed back into, as if they had been Knocked Down.
This player may apply a +1 modifier to any Passing Ability test rolls they make when performing a Throw Team-mate action.
A player that does not have the Throw Team-mate trait cannot have this Skill.
When this player makes an Agility test in order to Dodge, they ignore any -1 modifiers for being Marked in the square they have moved into, unless they also have either the Bombardier trait, the Chainsaw trait or the Swoop trait.
However, when an opposition player attempts to interfere with a Pass action performed by this player, that player may apply a +1 modifier to their Agility test.
Finally, players with this Trait are more prone to injury. Therefore, when an Injury roll is made against this player, roll 2D6 and consult the Stunty Injury table, on page 60.
Once per team turn, during their activation, this player may re-roll the D6 when attempting to Rush.
This player may re-roll any failed attempt to pick up the ball. In addition, the Strip Ball skill cannot be used against a player with this Skill.
During each Start of Drive sequence, after Step 2 but before Step 3, you may remove D3 players with this Trait from the Reserves box of your dugout and set them up on the pitch, allowing you to set up more than the usual 11 players. These extra players may not be placed on the Line of Scrimmage or in a Wide Zone.
If this player is thrown by a team-mate, as described on page 52, they do not scatter before landing as they normally would. Instead, you may place the Throw-in template over the player, facing towards either End Zone or either sideline as you wish. The player then moves from the target square D3 squares in a direction determined by rolling a D6 and referring to the Throw-in template.
When an active opposition player attempts to Dodge from a square in which they were being Marked by one or more players on your team with this Skill, that player cannot use the Dodge skill.
Additionally, when an opposition player is targeted by a Block action performed by a player with this Skill, that player cannot use the Dodge skill if a Stumble result is applied against them.
When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6:
If you declared that this player would perform any action that includes movement (Pass, Hand-off, Blitz or Foul) prior to them becoming Rooted, they may complete the action if possible. If they cannot, the action is considered to have been performed and no other player on your team may perform the same action this team turn.
This player can use this Skill when an opposition player they are Marking voluntarily moves out of a square within this player’s Tackle Zone. Roll a D6, adding the ST of this player to the roll and then subtracting the ST of the opposition player. If the result is 6 or higher, or if the roll is a natural 6, the opposition player is held firmly in place and their movement comes to an end. If, however, the result is 5 or lower, or if the roll is a natural 1, this Skill has no further effect.
A player may use this Skill any number of times per turn, during either team’s turn. If an opposition player is being Marked by more than one player with this Skill, only one player may use it.
When an Injury roll is made against this player (even if this player is Prone, Stunned or has lost their Tackle Zone), they can only be KO’d on a roll of 9, and will treat a roll of 8 as a Stunned result. If this player also has the Stunty trait, they can only be KO’d on a roll of 8, and will treat a roll of 7 as a Stunned result. All other results are unaffected.
If this player also has a Strength characteristic of 5 or more, they may perform a Throw Team-mate action, as described on page 52, allowing them to throw a team-mate with the Right Stuff trait.
If this player has a Movement Allowance of 2 or less, apply a +1 modifier to the dice roll when they attempt to stand up (as described on page 44) for each Open, Standing team-mate they are currently adjacent to. A natural 1 is always a failure, no matter how many team- mates are helping.
This player may apply a +1 modifier to any Agility tests they make in order to Dodge. However, if an opposition player dodges into a square within the Tackle Zone of this player, this player does not count as Marking the moving player for the purposes of calculating Agility test modifiers.
When this player is about to be hit by a Block action or a Special action that replaces a Block action (with the exception of a Block action caused by the Ball and Chain Move Special action), before determining how many dice are rolled, they may be removed from the pitch and placed in any other unoccupied square adjacent to the player performing the Block action. The Block action then takes place as normal. If the player using this Trait is holding the ball and places themselves in the opposition End Zone, the Block action will still be fully resolved before any touchdown is resolved.
This player may apply a +1 modifier to the Agility test when they attempt to Dodge.
When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6, applying a +2 modifier to the dice roll if you declared the player would perform a Block or Blitz action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action):
If you declared that this player would perform an action which can only be performed once per team turn and this player’s activation ended before the action could be completed, the action is considered to have been performed and no other player on your team may perform the same action this team turn.
This player may reduce any negative modifier applied to the Agility test when they attempt to Jump over a Prone or Stunned player (or to Leap over an empty square or a square occupied by a Standing player, if this player has the Leap skill) by 1, to a minimum of -1.
Additionally, this player may apply a +2 modifier to any attempts to interfere with a pass they make.
Finally, this player ignores the Cloud Burster skill.
This player may use this Skill when a Both Down result is applied, either when they perform a Block action or when they are the target of a Block action. Instead of applying the Both Down result as normal, and regardless of any other Skills either player may possess, both players are Placed Prone.
The Badlands Brawl is home to a great many Greenskin and Ogre teams. Unsurprisingly, Blood Bowl in the Badlands is a brutal, violent and extremely dishonest affair, but these are virtues that make it ever popular with the fans!
One of the oldest leagues in the known world, the Elven Kingdoms League prides itself on upholding the traditions of classically-correct Blood Bowl. Many find it dull but, in terms of elegance and expertise, it is second to none.
Traditionally, Halflings have been associated more closely with the culinary arts than the world of professional sport. In recent years this has changed greatly, and the Thimble Cup has become a mainstay on the Blood Bowl calendar.
The Lustrian Superleague is the oldest competition in the world, and home to many of the sport’s most ancient teams. For millennia it was closed to all except Lizardmen teams, but in recent years has opened its ranks to welcome other races.
Since the collapse of the NAF, Blood Bowl in the Old World has struggled. But in recent years the sport’s fortunes have improved, largely thanks to the founding of the Old World Classic, a competition that draws together many minor leagues.
For many decades the Sylvanian Spotlight was the only place most Undead teams could hope to compete. In recent years, the development of sun protection magic has changed this, allowing the athletically inclined Undead to play at anytime, anywhere!
A secretive league that, until only recently, many pundits refused to believe even existed! The Underworld Challenge hosts many strange and diverse teams, the likes of which are rarely seen in daylight. For a horrifying spectacle, it is second to none!
Played on high peaks under clear skies, the Superleague is the pride of the Dwarfen realm. Games last many hours as rules are carefully checked and checked again, ensuring that the purity of Roze-El’s sacred work is maintained. Interestingly, in Dwarfish ‘venerable’ and ‘dull’ are spelled the same.
Many teams are legendarily unscrupulous. Such teams excel in violence and dirty play. What’s more, they’re not afraid to exert their influence on officials, either by extortion or blackmail, encouraging them to turn a blind eye to even the most illegal of illegal procedures! It takes a strong-willed referee indeed to risk making an enemy of a team so renowned for reacting… poorly towards any official that would rebuke its behaviour:
The followers of the Ruinous Powers are drawn to Blood Bowl, paying homage to their dark gods through violence on the pitch. Whilst many teams worship Chaos as a pantheon, many more dedicate their souls entirely to a single patron deity.
Certain Inducements are only available to teams that are ‘Favoured of’ a specific Chaos power, as noted in their description. A team may be noted as being either:
In some cases, however, you may be able to choose the team’s alignment when the team is first drafted, as in the case of Chaos Renegades. A team with this special rule cannot change its alignment.
See Favoured of…
See Favoured of…
Some teams field Linemen of great skill and ability. Other teams do not and will happily take on the most useless of players to fill out their ranks. Readily available, easily replaceable and usually willing to work for pennies, such players fill gaps in the rosters, but rarely do much more! Teams with this special rule are not very particular about the Linemen they hire. To make up for this, they don’t usually bother to pay them:
Teams with this special rule all fall into the broader category of ‘Undead’. Usually created from the animated corpses of freshly-deceased players brought back to the game by athletically-inclined necromancers, such teams don’t always operate quite like their more vital counterparts!
The Head Coach of this team is replaced by a Vampire Lord. Once per game, during the post-game sequence, they can 'Summon a Thrall':
Additionally, just like the Head Coach of any other team, a Vampire Lord can Argue the Call when one of their players is Sent-off for committing a Foul, as long as they haven't been Sent-off themselves.