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BloodBowl 2020 - Quick Reference

Teams

  1. Amazon
  2. Black Orc
  3. Chaos Chosen
  4. Chaos Dwarf
  5. Chaos Renegades
  6. Dark Elf
  7. Dwarf
  8. Elven Union
  9. Gnome
  10. Goblin
  11. Halfling
  12. High Elf
  13. Human
  14. Imperial Nobility
  15. Khorne
  16. Lizardmen
  17. Necromantic Horror
  18. Norse
  19. Nurgle
  20. Ogre
  21. Old World Alliance
  22. Orc
  23. Shambling Undead
  24. Skaven
  25. Snotling
  26. Tomb Kings
  27. Underworld Denizens
  28. Vampire
  29. Wood Elf

Amazon Team

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.

Special Rules
Lustrian Superleague
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
Spike 15

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Black Orc Team

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!

Special Rules
Badlands Brawl, Bribery and Corruption
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Chaos Chosen Team

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.

Special Rules
Favoured of… (choose either): Favoured of Chaos Undivided, Favoured of Khorne, Favoured of Nurgle, Favoured of Slaanesh, Favoured of Tzeentch, or Favoured of Hashut.
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Updates Star Players below
Name Cost MA ST AG PA AV Skills Traits

Chaos Dwarf Team

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!

Special Rules
Badlands Brawl, Favoured of Hashut
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
Spike 18

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Chaos Renegades Team

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!

Special Rules
Favoured of… (choose either): Favoured of Chaos Undivided, Favoured of Khorne, Favoured of Nurgle, Favoured of Slaanesh, Favoured of Tzeentch, or Favoured of Hashut.
Additional Rules
A Chaos Renegade team may include up to three Big Guys, chosen from among the following: Renegade Troll, Renegade Ogre, Renegade Minotaur, or Renegade Rat Ogre
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Updates Star Players below
Name Cost MA ST AG PA AV Skills Traits

Dark Elf Team

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.

Special Rules
Elven Kingdoms League
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
50,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Dwarf Team

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.

Special Rules
Old World Classic, Worlds Edge Superleague
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
50,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Elven Union Team

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.

Special Rules
Elven Kingdoms League
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
50,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Gnome Team

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!

Special Rules
Halfling Thimble Cup
Additional Rules
None
Tier
3
Re-rolls Qty
0-8
Re-rolls Cost
50,000
Apothecary
Yes
Source
Spike 17

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Goblin Team

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!

Special Rules
Badlands Brawl, Bribery and Corruption, Underworld Challenge
Additional Rules
None
Tier
3
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Halfling Team

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!

Special Rules
Halfling Thimble Cup, Old World Classic
Additional Rules
None
Tier
3
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

High Elf Team

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!

Special Rules
Elven Kingdoms League
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
50,000
Apothecary
Yes
Source
Team of Legend

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Human Team

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!

Special Rules
Old World Classic
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
50,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Imperial Nobility Team

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!

Special Rules
Old World Classic
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
Spike 12

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Khorne Team

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.

Special Rules
Favoured of Khorne
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
Spike 13

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Lizardmen Team

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!

Special Rules
Lustrian Superleague
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Necromantic Horror Team

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.

Special Rules
Masters of Undeath, Sylvanian Spotlight
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
Spike 11

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Norse Team

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!

Special Rules
Pick one: Either 'Favoured of… (choose either: Favoured of Chaos Undivided or Favoured of Khorne)' or 'Old World Classic)
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
Spike 14

Players

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

Star Players

Updates Star Players below
Name Cost MA ST AG PA AV Skills Traits

Nurgle Team

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.

Special Rules
Favoured of Nurgle
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Ogre Team

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.

Special Rules
Badlands Brawl, Low Cost Linemen, Old World Classic
Additional Rules
None
Tier
3
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Old World Alliance Team

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.

Special Rules
Old World Classic
Additional Rules
An Old World Alliance team may include a single Big Guy, chosen from among the following: Ogre, or Altern Forest Treeman
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Orc Team

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.

Special Rules
Badlands Brawl
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Shambling Undead Team

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!

Special Rules
Masters of Undeath, Sylvanian Spotlight
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Skaven Team

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!

Special Rules
Underworld Challenge
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
50,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Snotling Team

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!

Special Rules
Bribery and Corruption, Low Cost Linemen, Underworld Challenge
Additional Rules
None
Tier
3
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Tomb Kings Team

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.

Special Rules
Sylvanian Spotlight
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
Team of Legend

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Underworld Denizens Team

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.

Special Rules
Bribery and Corruption, Underworld Challenge
Additional Rules
An Underworld Denizens team may include a single Big Guy, chosen from among the following: Underworld Troll, or Mutant Rat Ogre
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
70,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Vampire Team

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.

Special Rules
Sylvanian Spotlight, Vampire Lord
Additional Rules
None
Tier
2
Re-rolls Qty
0-8
Re-rolls Cost
60,000
Apothecary
Yes
Source
Spike 16

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Wood Elf Team

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.

Special Rules
Elven Kingdoms League
Additional Rules
None
Tier
1
Re-rolls Qty
0-8
Re-rolls Cost
50,000
Apothecary
Yes
Source
BB2020

Players

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

Star Players

Name Cost MA ST AG PA AV Skills Traits

Star Players

  1. Akhorne The Squirrel
  2. Barik Farblast
  3. Bilerot Vomitflesh
  4. Boa Kon'ssstriktr
  5. Bomber Dribblesnot
  6. Bryce 'The Slice' Cambuel
  7. 'Captain' Karina Von Riesz
  8. Cindy Piewhistle
  9. Count Luthor von Drakenborg
  10. Crumbleberry
  11. Deeproot Strongbranch
  12. Dribl
  13. Drull
  14. Eldril Sidewinder
  15. Estelle la Veneaux
  16. Frank 'n' Stein
  17. Fungus the Loon
  18. Glart Smashrip
  19. Gloriel Summerbloom
  20. Glotl Stop
  21. Grak
  22. Grashnak Blackhoof
  23. Gretchen Wächter 'The Blood Bowl Widow'
  24. Griff Oberwald
  25. Grim Ironjaw
  26. Grombrindal, the White Dwarf
  27. H'Thark The Unstoppable
  28. Hakflem Skuttlespike
  29. Helmut Wulf
  30. Ivan 'the Animal' Deathshroud
  31. Ivar Erikson
  32. Karla Von Kill
  33. Kreek 'the Verminator' Rustgouger
  34. Lord Borak the Despoiler
  35. Lucien Swift
  36. Max Spleenripper
  37. Mighty Zug
  38. Morg ‘n’ Thorg
  39. Nobbla Blackwart
  40. Puggy Baconbreath
  41. Rashack Backstabber
  42. Ripper Bolgrot
  43. Rodney Roachbait
  44. Rowana Forestfoot
  45. Roxanna Darknail
  46. Rumbelow Sheepskin
  47. Scrappa Sorehead
  48. Scyla Anfingrimm
  49. Skorg Snowpelt
  50. Skrull Halfheight
  51. The Black Gobbo
  52. Thorsson Stoutmead
  53. Valen Swift
  54. Varag Ghoul-Chewer
  55. Wilhelm Chaney
  56. Willow Rosebark
  57. Withergrasp Doubledrool
  58. Zolcath the Zoat
  59. Zzharg Madeye

Akhorne The Squirrel

Cost MA ST AG PA AV Skills Traits
80,000 7 1 2+ - 6+
Special Rules
Blind Rage: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.
Mega Star
NO
Source
Spike 17
Plays For
Any team
Plays For (teams)

Barik Farblast

Cost MA ST AG PA AV Skills Traits
80,000 6 3 3+ 3+ 9+
Special Rules
Blast It!: Once per game, when Barik makes a Hail Mary Pass, he may re-roll any scatter results for determining where the ball lanes, and any friendly player attempting to catch the ball gains an additional +1 modifier to the roll.
Mega Star
NO
Source
AL2021
Plays For
Halfling Thimble Cup, Old World Classic, Worlds Edge Superleague
Plays For (teams)

Bilerot Vomitflesh

Cost MA ST AG PA AV Skills Traits
180,000 4 5 4+ 6+ 10+
Special Rules
Putrid Regurgitation: Once per game, Bilerot may use the Projectile Vomit Special Action. This may still be used even if Bilerot has already performed a Block action this turn.
Mega Star
NO
Source
AL2022
Plays For
Favoured of Nurgle
Plays For (teams)

Boa Kon'ssstriktr

Cost MA ST AG PA AV Skills Traits
200,000 6 3 3+ 4+ 9+
Special Rules
Look into my Eyes: Once per game, if Boa starts his activation marking an opposition player with the ball, he may roll a D6. On a 1, nothing happens. On a 2+ the opposition player loses possession of the ball, Boa immediately gains possession of the ball and Boa's activation immediately ends.
Mega Star
NO
Source
Spike 15
Plays For
Lustrian Superleague
Plays For (teams)

Bomber Dribblesnot Mega Star

Cost MA ST AG PA AV Skills Traits
50,000 6 2 3+ 3+ 8+
Special Rules
Kaboom!: Once per game, if an opposition player catches a Bomb thrown by Bomber, you can choose to have it explode immediately rather than rolling to see if the player can throw it again.
Mega Star
YES
Source
AL2021
Plays For
Badlands Brawl, Underworld Challenge
Plays For (teams)

Bryce 'The Slice' Cambuel

Cost MA ST AG PA AV Skills Traits
130,000 5 3 4+ - 9+
Special Rules
Ghostly Flames: Once per half, when Bryce makes the Chainsaw Attack Special action as part of a Blitz action, he may add +4 to the Armour roll against an opponent rather +3.
Mega Star
NO
Source
Spike 11
Plays For
Sylvanian Spotlight
Plays For (teams)

'Captain' Karina Von Riesz

Cost MA ST AG PA AV Skills Traits
230,000 7 4 2+ 4+ 9+
Special Rules
Tasty Morsel: Once per game, when Karina fails a Bloodlust roll, she may choose to bite an opposition player with a ST of 3 or lower as if they were a Thrall Lineman team-mate. Karina may note bite Star Players with this special rule.
Mega Star
NO
Source
Spike 16
Plays For
Sylvanian Spotlight
Plays For (teams)

Cindy Piewhistle Mega Star

Cost MA ST AG PA AV Skills Traits
50,000 5 2 3+ 3+ 7+
Special Rules
All You Can Eat: Once per game, Cindy may perform two Throw Bomb Special actions rather than one, though she must commit to doing so before making the first action. If she does, immediately after performing the second Throw Bomb Special action roll a D6. On a 1-3 Cindy is immediately Sent Off.
Mega Star
YES
Source
AL2022
Plays For
Halfling Thimble Cup, Old World Classic
Plays For (teams)

Count Luthor von Drakenborg

Cost MA ST AG PA AV Skills Traits
340,000 6 5 2+ 3+ 10+
Special Rules
Star of the Show: Once per game, when Count Luthor scores a touchdown, his controlling coach may gain one team re-roll. If this re-roll has not been used by the end of the next drive, it is lost.
Mega Star
NO
Source
Spike 16
Plays For
Sylvanian Spotlight
Plays For (teams)

Crumbleberry

Cost MA ST AG PA AV Skills Traits
250,000 5 5 4+ 4+ 10+
Special Rules
Two for One: Grak and Crumbleberry must be hired as a pair and count as two Star Players. If one is removed from play, the other replaces Loner (4+) with Loner (2+).
Mega Star
NO
Source
BB2020
Plays For
Any team
Plays For (teams)

Deeproot Strongbranch Mega Star

Cost MA ST AG PA AV Skills Traits
280,000 2 7 5+ 4+ 11+
Special Rules
Reliable: If Deeproot fumbles a Throw Team-mate action, the thrown player bounces but lands safely.
Mega Star
YES
Source
BB2020
Plays For
Any team with either the ‘Halfling Thimble Cup’ or ‘Old World Classic’ special rules
Plays For (teams)

Dribl

Cost MA ST AG PA AV Skills Traits
190,000 8 2 3+ 4+ 8+
Special Rules
A Sneaky Pair: Dribl & Drull must be hired as a pair and count as two Star Players. Additionally, whenever Dribl or Drull perform either a Stab or Foul action against an opposition player marked by both Dribl & Drull, they may apply a +1 modifier to the injury roll.
Mega Star
NO
Source
AL2022
Plays For
Lustrian Superleague
Plays For (teams)

Drull

Cost MA ST AG PA AV Skills Traits
190,000 8 2 3+ 4+ 8+
Special Rules
A Sneaky Pair: Dribl & Drull must be hired as a pair and count as two Star Players. Additionally, whenever Dribl or Drull perform either a Stab or Foul action against an opposition player marked by both Dribl & Drull, they may apply a +1 modifier to the injury roll.
Mega Star
NO
Source
AL2022
Plays For
Lustrian Superleague
Plays For (teams)

Eldril Sidewinder

Cost MA ST AG PA AV Skills Traits
230,000 8 3 2+ 5+ 8+
Special Rules
Mesmerizing Dance: Re-roll a failed Hypnotic Gaze Agility test once per game.
Mega Star
NO
Source
BB2020
Plays For
Any team with the ‘Elven Kingdoms League’ special rule
Plays For (teams)

Estelle la Veneaux

Cost MA ST AG PA AV Skills Traits
190,000 6 3 3+ 4+ 8+
Special Rules
Baleful Hex: One per game, at the beginning of Estelle's activation, choose an opposition player within five squares and roll a D6. On a 2+ the chosen player loses their Tackle Zone and cannot be activated until the end of the opposition's next team turn.
Mega Star
NO
Source
Spike 15
Plays For
Lustrian Superleague
Plays For (teams)

Frank 'n' Stein

Cost MA ST AG PA AV Skills Traits
250,000 4 5 4+ - 10+
Special Rules
Brutal Block: Once per game, when Frank 'n' Stein makes an Injury roll against an opponents a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.
Mega Star
NO
Source
Spike 11
Plays For
Sylvanian Spotlight
Plays For (teams)

Fungus the Loon

Cost MA ST AG PA AV Skills Traits
80,000 4 7 3+ - 8+
Special Rules
Whirling Dervish: Once per activation, Fungus may re-roll the D6 when determining which direction he moves in.
Mega Star
NO
Source
AL2021
Plays For
Badlands Brawl, Underworld Challenge
Plays For (teams)

Glart Smashrip

Cost MA ST AG PA AV Skills Traits
195,000 5 4 4+ - 9+
Special Rules
Frenzied Rush: Gain Frenzy once per game when performing a Blitz action. Cannot use Grab during this turn.
Mega Star
NO
Source
BB2020
Plays For
Any team with either the ‘Favoured of…’ or ‘Underworld Challenge’ special rules
Plays For (teams)

Gloriel Summerbloom

Cost MA ST AG PA AV Skills Traits
150,000 7 2 2+ 2+ 8+
Special Rules
Shot to Nothing: Gain the Hail Mary Pass skill for one Pass action per game.
Mega Star
NO
Source
BB2020
Plays For
Any team with the ‘Elven Kingdoms League’ special rule
Plays For (teams)

Glotl Stop

Cost MA ST AG PA AV Skills Traits
270,000 6 6 5+ - 10+
Special Rules
Primal Savagery: Once per game, when Glotl fails an Animal Savagery roll, it may lash out at an opposition player rather than a team mate.
Mega Star
NO
Source
Spike 15
Plays For
Lustrian Superleague
Plays For (teams)

Grak

Cost MA ST AG PA AV Skills Traits
250,000 5 5 4+ 4+ 10+
Special Rules
Two for One: Grak and Crumbleberry must be hired as a pair and count as two Star Players. If one is removed from play, the other replaces Loner (4+) with Loner (2+).
Mega Star
NO
Source
BB2020
Plays For
Any team
Plays For (teams)

Grashnak Blackhoof

Cost MA ST AG PA AV Skills Traits
240,000 6 6 4+ - 9+
Special Rules
Gored by the Bull: Once per game, when Grashnak performs a Blitz action, Grashnak may roll one additional Block dice against the opposition player, regardless of the opposition player's Strength, to a maximum of three Block dice. If Grashnak performs a second Block action due to the Frenzy skill, this second Block action will also benefit from this rule.
Mega Star
NO
Source
Spike 13
Plays For
Any team with the ‘Favoured of…’ special rule
Plays For (teams)

Gretchen Wächter 'The Blood Bowl Widow'

Cost MA ST AG PA AV Skills Traits
260,000 7 3 2+ - 9+
Special Rules
Incorporeal: Once per game, after making an Agility test to dodge, Gretchen may choose to modify the dice roll by adding her Strength characteristic to it.
Mega Star
NO
Source
Spike 11
Plays For
Sylvanian Spotlight
Plays For (teams)

Griff Oberwald Mega Star

Cost MA ST AG PA AV Skills Traits
280,000 7 4 2+ 3+ 9+
Special Rules
Consummate Professional: Re-roll one dice roll per game (except for Armour, Injury, or Casualty rolls).
Mega Star
YES
Source
Spike 12
Plays For
Any team with either the ‘Halfling Thimble Cup’ or ‘Old World Classic’ special rules
Plays For (teams)

Grim Ironjaw

Cost MA ST AG PA AV Skills Traits
200,000 5 4 3+ - 9+
Special Rules
Slayer: Apply +1 to Armour or Injury rolls after knocking down Strength 5+ players once per game.
Mega Star
NO
Source
BB2020
Plays For
Any team with either the ‘Halfling Thimble Cup’, ‘Old World Classic’, or ‘Worlds Edge Superleague’ special rules
Plays For (teams)

Grombrindal, the White Dwarf

Cost MA ST AG PA AV Skills Traits
210,000 5 3 3+ 4+ 10+
Special Rules
Wisdom of the White Dwarf: Once per turn, an adjacent team-mate gains Break Tackle, Dauntless, Mighty Blow (+1), or Sure Feet until the end of their activation.
Mega Star
NO
Source
BB2020
Plays For
Any team with the ‘Halfling Thimble Cup’, ‘Lustrian Superleague’, ‘Old World Classic’, or ‘Worlds Edge Superleague’ special rules
Plays For (teams)

H'Thark The Unstoppable

Cost MA ST AG PA AV Skills Traits
300,000 6 6 4+ 6+ 10+
Special Rules
Unstoppable Momentum: Whenever H'thark performs a Blitz action, he may re-roll a single block dice.
Mega Star
NO
Source
Spike 18
Plays For
Badlands Brawl, Favoured of Hashut
Plays For (teams)

Hakflem Skuttlespike Mega Star

Cost MA ST AG PA AV Skills Traits
180,000 9 3 2+ 3+ 8+
Special Rules
Treacherous: Knock down adjacent team-mate and take the ball without causing a Turnover once per game.
Mega Star
YES
Source
BB2020
Plays For
Any team with either the ‘Favoured of…’ or ‘Underworld Challenge’ special rules
Plays For (teams)

Helmut Wulf

Cost MA ST AG PA AV Skills Traits
140,000 6 3 3+ - 9+
Special Rules
Old Pro: Re-roll one dice as part of an Armour roll once per game.
Mega Star
NO
Source
BB2020
Plays For
Any team
Plays For (teams)

Ivan 'the Animal' Deathshroud

Cost MA ST AG PA AV Skills Traits
230,000 6 4 4+ 5+ 9+
Special Rules
Dwarven Scourge: Once per game, when an opposition player is Knocked Down as a result of a Block action performed by Ivan, you may apply an additional +1 modifier to the Armour roll or Injury roll. If this is against a Dwarfen player from any team, this may instead be a +2 modifier.
Mega Star
NO
Source
Spike 16
Plays For
Sylvanian Spotlight
Plays For (teams)

Ivar Erikson

Cost MA ST AG PA AV Skills Traits
245,000 6 4 3+ 4+ 9+
Special Rules
Raiding Party: Once per drive, whenever Ivar begins his activation, he may choose one Open player on his team within five squares. The chosen player may immediately move one square, ignoring Tackle Zones, though they must end this move Marking an opposition player.
Mega Star
NO
Source
Spike 14
Plays For
Old World Classic
Plays For (teams)

Karla Von Kill

Cost MA ST AG PA AV Skills Traits
210,000 6 4 3+ 4+ 9+
Special Rules
Indomitable: Double Strength when using Dauntless successfully once per game.
Mega Star
NO
Source
BB2020
Plays For
Any team with either the ‘Halfling Thimble Cup’, ‘Lustrian Superleague’, or ‘Old World Classic’ special rules
Plays For (teams)

Kreek 'the Verminator' Rustgouger Mega Star

Cost MA ST AG PA AV Skills Traits
170,000 5 7 4+ - 10+
Special Rules
I'll Be Back!: The first time in a game that Kreek Rustgouger would be Sent-off as per the Secret Weapon trait, he is not Sent-off and instead may continue as part of the game.
Mega Star
YES
Source
AL2021
Plays For
Any team with the ‘Favoured of…’ special rule
Plays For (teams)

Lord Borak the Despoiler

Cost MA ST AG PA AV Skills Traits
260,000 5 5 3+ 5+ 10+
Special Rules
Lord of Chaos: Gain an extra Team re-roll for the first half. If unused, carry over to second half unless Borak is removed.
Mega Star
NO
Source
BB2020
Plays For
Any team with the ‘Favoured of…’ special rule
Plays For (teams)

Lucien Swift

Cost MA ST AG PA AV Skills Traits
340,000 7 3 2+ 5+ 9+
Special Rules
Two for One: Lucien Swift and Valen Swift must be hired as a pair; if one is removed, the other replaces Loner (4+) with Loner (2+).
Mega Star
NO
Source
BB2020
Plays For
Any team with the ‘Elven Kingdoms League’ special rule
Plays For (teams)

Max Spleenripper

Cost MA ST AG PA AV Skills Traits
130,000 5 4 4+ - 9+
Special Rules
Maximum Carnage: Once per game, after Max performs a Chainsaw Attack Special action he may immediately perform another Chainsaw Attack Special action that targets a different player.
Mega Star
NO
Source
Spike 13
Plays For
Favoured of Khorne
Plays For (teams)

Mighty Zug

Cost MA ST AG PA AV Skills Traits
220,000 4 5 4+ 6+ 10+
Special Rules
Crushing Blow: Apply +1 to Armour rolls after a Knock Down once per game.
Mega Star
NO
Source
BB2020
Plays For
Any team with either the ‘Halfling Thimble Cup’, ‘Lustrian Superleague’, or ‘Old World Classic’ special rules
Plays For (teams)

Morg ‘n’ Thorg Mega Star

Cost MA ST AG PA AV Skills Traits
340,000 6 6 3+ 4+ 11+
Special Rules
The Ballista: Re-roll a failed Passing Ability test for a Pass or Throw Team-mate action once per game.
Mega Star
YES
Source
BB2020
Plays For
Any team except those with the ‘Sylvanian Spotlight’ special rule
Plays For (teams)

Nobbla Blackwart

Cost MA ST AG PA AV Skills Traits
120,000 6 2 3+ - 8+
Special Rules
Kick 'em While They're Down!: Once per game, Nobbla may use the Chainsaw Attack Special action against a Prone or Stunned opposition player. This does not count as a Foul action and so Nobbla cannot be Sent-off when using this ability.
Mega Star
NO
Source
AL2022
Plays For
Badlands Brawl, Underworld Challenge
Plays For (teams)

Puggy Baconbreath

Cost MA ST AG PA AV Skills Traits
120,000 5 3 3+ 4+ 7+
Special Rules
Halfling Luck: Once per game, Puggy may re-roll one dice that was rolled either as a single dice, or as part of a dice pool (this cannot be a dice that was rolled part of an Armour, Injury, or Casualty roll).
Mega Star
NO
Source
AL2022
Plays For
Halfling Thimble Cup, Old World Classic
Plays For (teams)

Rashack Backstabber

Cost MA ST AG PA AV Skills Traits
130,000 7 3 3+ 5+ 8+
Special Rules
Toxin Connoisseur: Once per game, when Rashnak successfully breaks an opposition player’s armour as a result of a Stab Special action, you may apply an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.
Mega Star
NO
Source
Spike 18
Plays For
Badlands Brawl
Plays For (teams)

Ripper Bolgrot

Cost MA ST AG PA AV Skills Traits
250,000 4 6 5+ 4+ 10+
Special Rules
Thinking Man's Troll: Once per half, Ripper may re-roll one dice that was rolled either as a single dice, as part of a multiple dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll)
Mega Star
NO
Source
AL2022
Plays For
Badlands Brawl, Underworld Challenge
Plays For (teams)

Rodney Roachbait

Cost MA ST AG PA AV Skills Traits
70,000 6 2 3+ 4+ 7+
Special Rules
Catch of the Day: Once per half, if Rodney is Standing and begins his activation within 3 squares of a ball which is on the ground he may roll a D6. On a 1-2, nothing happens. On a 3+, Rodney immediately gains possession of the ball.
Mega Star
NO
Source
Spike 17
Plays For
Halfling Thimble Cup
Plays For (teams)

Rowana Forestfoot

Cost MA ST AG PA AV Skills Traits
160,000 6 3 3+ 4+ 8+
Special Rules
Bounding Leap: Once per game, after declaring that she will Leap but before rolling any dice. Rowana may choose to use this special rule. If she does, Rowana suffers no negative modifiers for the Agility test to Leap and may choose to re-roll the result.
Mega Star
NO
Source
Spike 17
Plays For
Halfling Thimble Cup
Plays For (teams)

Roxanna Darknail

Cost MA ST AG PA AV Skills Traits
270,000 8 3 1+ 4+ 8+
Special Rules
Burst of Speed: Attempt to Rush three times instead of two once per game.
Mega Star
NO
Source
BB2020
Plays For
Any team with the ‘Elven Kingdoms League’ special rule
Plays For (teams)

Rumbelow Sheepskin

Cost MA ST AG PA AV Skills Traits
170,000 6 3 3+ - 8+
Special Rules
Ram: Apply +1 to Armour or Injury rolls after a Knock Down once per game.
Mega Star
NO
Source
BB2020
Plays For
Any team with either the ‘Halfling Thimble Cup’, ‘Old World Classic’, or ‘Worlds Edge Superleague’ special rules
Plays For (teams)

Scrappa Sorehead

Cost MA ST AG PA AV Skills Traits
130,000 7 2 3+ 5+ 8+
Special Rules
Yoink!: Once per game, when Scrappa attempts to interfere with a Pass action, he may roll a D6. On a 2+, Scrappa does not need to roll to interfere with the Pass action, instead he automatically makes an Interception and gains control of the ball.
Mega Star
NO
Source
AL2022
Plays For
Badlands Brawl, Underworld Challenge
Plays For (teams)

Scyla Anfingrimm

Cost MA ST AG PA AV Skills Traits
200,000 5 5 4+ - 10+
Special Rules
Fury of the Blood God: Once per game, if Scyla rolls a 1 for his Unchannelled Fury roll after declaring a Block action, instead of applying the usual effects of Unchannelled Fury, Scyla may perform two Block actions instead.
Mega Star
NO
Source
Spike 13
Plays For
Favoured of Khorne
Plays For (teams)

Skorg Snowpelt

Cost MA ST AG PA AV Skills Traits
250,000 5 5 4+ - 9+
Special Rules
Pump Up the Crowd: Once per game, when Skrorg causes an opposition player to be removed as a Casualty as the result of a Block action, Skrorg's controlling coach gains one team re-roll. If this re-roll has not been used by the end of the drive, it is lost.
Mega Star
NO
Source
Spike 14
Plays For
Old World Classic
Plays For (teams)

Skrull Halfheight

Cost MA ST AG PA AV Skills Traits
150,000 6 3 4+ 4+ 9+
Special Rules
Strong Passing Game: Add Strength to Passing Ability rolls once per game.
Mega Star
NO
Source
BB2020
Plays For
Any team with either the ‘Sylvanian Spotlight’ or ‘Worlds Edge Superleague’ special rules
Plays For (teams)

The Black Gobbo

Cost MA ST AG PA AV Skills Traits
225,000 6 2 3+ 3+ 9+
Special Rules
Sneakiest of the Lot: Commit two Foul actions per turn, one by the Black Gobbo.
Mega Star
NO
Source
BB2020
Plays For
Any team with either the ‘Badlands Brawl’ or ‘Underworld Challenge’ special rules
Plays For (teams)

Thorsson Stoutmead

Cost MA ST AG PA AV Skills Traits
170,000 6 3 4+ 3+ 8+
Special Rules
Beer Barrel Bash! Once per drive, at the start of his activation, Thorsson may perform a Throw Keg Special action. When he does, select an opposition player within three squares of Thorsson and roll a D6. On a 3+, the player is immediately Knocked Down. However, on a 1, Thorsson is Knocked Down instead.
Mega Star
NO
Source
Spike 14
Plays For
Old World Classic
Plays For (teams)

Valen Swift

Cost MA ST AG PA AV Skills Traits
340,000 7 3 2+ 5+ 8+
Special Rules
Two for One: Lucien Swift and Valen Swift must be hired as a pair; if one is removed, the other replaces Loner (4+) with Loner (2+).
Mega Star
NO
Source
BB2020
Plays For
Any team with the ‘Elven Kingdoms League’ special rule
Plays For (teams)

Varag Ghoul-Chewer

Cost MA ST AG PA AV Skills Traits
280,000 6 5 3+ 5+ 10+
Special Rules
Crushing Blow: Apply +1 to Armour rolls after a Knock Down once per game.
Mega Star
NO
Source
Spike 12
Plays For
Any team with either the ‘Badlands Brawl’ or ‘Underworld Challenge’ special rules
Plays For (teams)

Wilhelm Chaney

Cost MA ST AG PA AV Skills Traits
220,000 8 4 3+ 4+ 9+
Special Rules
Savage Mauling: Once per game, when Wilhelm makes an Injury roll against an opposing player, he may choose to re-roll the result.
Mega Star
NO
Source
Spike 11
Plays For
Sylvanian Spotlight
Plays For (teams)

Willow Rosebark

Cost MA ST AG PA AV Skills Traits
150,000 5 4 3+ 6+ 9+
Special Rules
Indomitable: Double Strength when using Daunt
Mega Star
NO
Source
BB2020
Plays For
Any team with the ‘Elven Kingdoms League’ special rule
Plays For (teams)

Withergrasp Doubledrool

Cost MA ST AG PA AV Skills Traits
170,000 6 3 4+ 4+ 9+
Special Rules
Watch Out!: The first time each half that Withergrasp is the target of an opposition player's Block action, he counts as having the Dodge skill.
Mega Star
NO
Source
AL2022
Plays For
Any team with the ‘Favoured of…’ special rule
Plays For (teams)

Zolcath the Zoat

Cost MA ST AG PA AV Skills Traits
230,000 5 5 4+ 5+ 10+
Special Rules
“Excuse Me, Are You a Zoat?”: Once per game, when Zolcath is activated, he may gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.
Mega Star
NO
Source
BB2020
Plays For
Any team with either the ‘Lustrian Superleague’ or ‘Elven Kingdoms League’ special rules.
Plays For (teams)

Zzharg Madeye

Cost MA ST AG PA AV Skills Traits
130,000 4 4 4+ 3+ 10+
Special Rules
Then I Started Blastin'!: Once per half, at the start of his activation, Zzharg may perform a Blunderbuss Blast Special action. When he does, select a Standing opposition player within 3 squares of Zzharg and roll a D6. On a 3+, the selected player is hit; immediately make an unmodified Armour roll, and subsequent Injury roll if necessary, against the selected player. On a 2, the opposing Coach selects a player (from either team, but not Zzharg) within 3 squares of the originally selected player to be hit instead. On a 1, Zzharg is hit instead. If the armour of the player hit is not broken, nothing happens.
Mega Star
NO
Source
Spike 18
Plays For
Badlands Brawl, Favoured of Hashut
Plays For (teams)

Skills & Traits

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:

Skills

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

Traits

  1. Always Hungry * Compulsory
  2. Animal Savagery * Compulsory
  3. Animosity (X) * Compulsory
  4. Ball & Chain * Compulsory
  5. Bombardier
  6. Bone Head * Compulsory
  7. Chainsaw * Compulsory
  8. Decay * Compulsory
  9. Hypnotic Gaze
  10. Kick Team-mate
  11. Loner (X+) * Compulsory
  12. No Hands * Compulsory
  13. Plague Ridden
  14. Pogo Stick
  15. Projectile Vomit
  16. Really Stupid * Compulsory
  17. Regeneration
  18. Right Stuff * Compulsory
  19. Secret Weapon * Compulsory
  20. Stab
  21. Stunty * Compulsory
  22. Swarming
  23. Swoop
  24. Take Root * Compulsory
  25. Throw Team-mate
  26. Timmm-ber!
  27. Titchy
  28. Unchannelled Fury * Compulsory
  29. Breathe Fire
  30. Hit and Run
  31. Bloodlust (X+) * Compulsory
  32. Drunkard
  33. Pick-me-up
  34. My Ball
  35. Trickster
  36. Ball and Chain

Accurate Passing

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.

Player positions:
None
Star Players:

Always Hungry * Trait Compulsory

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:

  • On a roll of 1, the team-mate has been eaten and is immediately removed from the Team Draft list. No apothecary can save them and no Regeneration attempts can be made. If the team-mate was in possession of the ball, it will bounce from the square this player occupies.
  • On a roll of 2+, the team-mate squirms free and the Throw Team-mate action is automatically fumbled, as described on page 53.
Player positions:
Star Players:
None

Animal Savagery * Trait Compulsory

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):

  • On a roll of 1-3, this player lashes out at their team-mates:
    • One Standing team-mate of your choice that is currently adjacent to this player is immediately Knocked Down by this player. This does not cause a Turnover unless the Knocked Down player was in possession of the ball. After making an Armour roll(and possible Injury roll) against the Knocked Down player, this player may continue their activation and complete their declared action if able. Note that, if this player has any applicable Skills, the coach of the opposing team may use them when making an Armour roll (and possible Injury roll) against the Knocked Down player.
    • If this player is not currently adjacent to any Standing team-mates, this player’s activation ends immediately. Additionally, this player loses their Tackle Zone until they are next activated.
  • On a roll of 4+, this player continues their activation as normal and completes their declared 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.

Player positions:
Star Players:

Animosity (X) * Trait Compulsory

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.

Player positions:
Star Players:
None

Arm Bar Strength

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.

Player positions:
Star Players:
None

Ball & Chain * Trait Compulsory

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:

  • Place the Throw-in template over the player, facing towards either End Zone or either sideline as you wish.
  • Roll a D6 and move the player one square in the direction indicated.
  • A player with a Ball & Chain automatically passes any Agility tests they may be required to make in order to Dodge, regardless of any modifiers.
  • If this movement takes the player off the pitch, they risk Injury by the Crowd.
  • If this movement takes the player into a square in which the ball is placed, the player is considered to have moved involuntarily. Therefore, they may not attempt to pick the ball up and the ball will bounce.

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:

  • A Ball & Chain player ignores the Foul Appearance skill.
  • A Ball & Chain player must follow-up if they push-back another player.

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 Rushes into an unoccupied square, move them as normal and roll a D6:
    • On a roll of 2+, this player moves without mishap.
    • On a roll of 1 (before or after modification), the player Falls Over.
  • If this player Rushes into a square that is occupied by a standing player from either team, roll a D6:
    • On a roll of 2+, this player moves without mishap and will perform a Block action against the player occupying the square as described previously.
    • On a roll of 1 (before or after modification), the player occupying the square is pushed back and this player will Fall Over after moving into the vacated square.

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.

Player positions:
Star Players:
None

Ball and Chain Trait

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:

  • Place the Throw-in template over the player, facing towards either End Zone or either sideline as you wish.
  • Roll a D6 and move the player one square in the direction indicated.
  • A player with a Ball & Chain automatically passes any Agility tests they may be required to make in order to Dodge, regardless of any modifiers.
  • If this movement takes the player off the pitch, they risk Injury by the Crowd.
  • If this movement takes the player into a square in which the ball is placed, the player is considered to have moved involuntarily. Therefore, they may not attempt to pick the ball up and the ball will bounce.

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:

  • A Ball & Chain player ignores the Foul Appearance skill.
  • A Ball & Chain player must follow-up if they push-back another player.

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 Rushes into an unoccupied square, move them as normal and roll a D6:
    • On a roll of 2+, this player moves without mishap.
    • On a roll of 1 (before or after modification), the player Falls Over.
  • If this player Rushes into a square that is occupied by a standing player from either team, roll a D6:
    • On a roll of 2+, this player moves without mishap and will perform a Block action against the player occupying the square as described previously.
    • On a roll of 1 (before or after modification), the player occupying the square is pushed back and this player will Fall Over after moving into the vacated square.

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.

Player positions:
None
Star Players:

Big Hand Mutation

This player may ignore any modifier(s)for being Marked or for Pouring Rain weather conditions when they attempt to pick up the ball.

Player positions:
None
Star Players:
None

Block General

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.

Player positions:
Star Players:

Bloodlust (X+) * Trait Compulsory

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.

Player positions:
Star Players:

Bombardier Trait

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:

  • A player may not stand up or move before performing a Throw Bomb action.
  • Bombs do not bounce and can come to rest on the ground in an occupied square. Should a player fail to catch a Bomb, it will come to rest on the ground in the square that player occupies.
  • If a Bomb is fumbled, it will explode immediately in the square occupied by the player attempting to throw it.
  • If a Bomb comes to rest on the ground in an empty square or is caught by an opposition player, no Turnover is caused.
  • A player that is in possession of the ball can still catch a Bomb.
  • Any Skills that can be used when performing a Pass action can also be used when performing a Throw Bomb Special action, with the exception of On the Ball.

If a Bomb is caught by a player on either team, roll a D6:

  • On a roll of 4+, the Bomb explodes immediately, as described below.
  • On a roll of 1-3, that player must throw the Bomb again immediately. This throw takes place out of the normal sequence of play.

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:

  • If the Bomb explodes in an occupied square, that player is automatically hit by the explosion.
  • Roll a D6 for each player (from either team) that occupies a square adjacent to the one in which the Bomb exploded:
    • On a roll of 4+, the player has been hit by the explosion.
    • On a roll of 1-3, the player manages to avoid the explosion.
  • Any Standing players hit by the explosion are Knocked Down.
  • An Armour roll (and possibly an Injury roll as well) is made against any player hit by the explosion, even if they were already Prone or Stunned.
  • 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.

Player positions:
Star Players:

Bone Head * Trait Compulsory

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:

  • On a roll of 1, this player forgets what they are doing and their activation ends immediately. Additionally, this player loses their Tackle Zone until they are next activated.
  • On a roll of 2+, this player continues their activation as normal and completes their declared 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.

Player positions:
Star Players:

Brawler Strength

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.

Player positions:
Star Players:
None

Break Tackle Strength

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.

Player positions:
Star Players:

Breathe Fire Trait

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.

Player positions:
Star Players:
None

Cannoneer Passing

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.

Player positions:
None
Star Players:

Catch Agility

This player may re-roll a failed Agility test when attempting to catch the ball.

Player positions:
Star Players:

Chainsaw * Trait Compulsory

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:

  • On a roll of 2+, the nominated target is hit by a Chainsaw!
  • On a roll of 1, the Chainsaw will violently ‘kick-back’ and hit the player wielding it.
  • In either case, an Armour roll is made against the player hit by the Chainsaw, adding +3 to the result.
  • If the armour of the player hit is broken, they become Prone and an Injury roll is made against them. This Injury roll cannot be modified in any way.
  • If the armour of the player hit is not broken, this Trait has no effect.

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.

Player positions:
Star Players:

Claws Mutation

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.

Player positions:
Star Players:

Cloud Burster Passing

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.

Player positions:
Star Players:
None

Dauntless General

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.

Player positions:
Star Players:

Decay * Trait Compulsory

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.

Player positions:
Star Players:
None

Defensive Agility

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.

Player positions:
Star Players:

Dirty Player (+X) General

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.

Player positions:
Star Players:

Disturbing Presence * Mutation Compulsory

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.

Player positions:
Star Players:

Diving Catch Agility

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.

Player positions:
None
Star Players:

Diving Tackle Agility

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.

Player positions:
None
Star Players:
None

Dodge Agility

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.

Player positions:
Star Players:

Drunkard Trait

This player suffers a -1 penality to the dice roll when attempting to Rush.

Player positions:
Star Players:

Dump-off Passing

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.

Player positions:
Star Players:

Extra Arms Mutation

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.

Player positions:
None
Star Players:

Fend General

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.

Player positions:
Star Players:

Foul Appearance * Mutation Compulsory

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.

Player positions:
Star Players:

Frenzy * General Compulsory

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.

Player positions:
Star Players:

Fumblerooskie Passing

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.

Player positions:
None
Star Players:
None

Grab Strength

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.

Player positions:
Star Players:

Guard Strength

This player can offer both offensive and defensive assists regardless of how many opposition players are Marking them.

Player positions:
Star Players:

Hail Mary Pass Passing

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.

Player positions:
None
Star Players:

Hit and Run Trait

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.

Player positions:
Star Players:
None

Horns Mutation

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.

Player positions:
Star Players:

Hypnotic Gaze Trait

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.

Player positions:
Star Players:

Iron Hard Skin Mutation

The Claws skill cannot be used when making an Armour roll against this player.

Player positions:
Star Players:
None

Juggernaut Strength

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.

Player positions:
Star Players:

Jump Up Agility

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.

Player positions:
Star Players:

Kick General

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.

Player positions:
None
Star Players:
None

Kick Team-mate Trait

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.

Player positions:
Star Players:

Leader Passing

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.

Player positions:
None
Star Players:
None

Leap Agility

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.

Player positions:
Star Players:

Loner (X+) * Trait Compulsory

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.

Player positions:
Star Players:

Mighty Blow (+X) Strength

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.

Player positions:
Star Players:

Monstrous Mouth Mutation

This player may re-roll any failed attempt to catch the ball. In addition, the Strip Ball skill cannot be used against this player.

Player positions:
None
Star Players:
None

Multiple Block Strength

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.

Player positions:
None
Star Players:

My Ball Trait

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.

Player positions:
Star Players:
None

Nerves of Steel Passing

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.

Player positions:
Star Players:

No Hands * Trait Compulsory

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.

Player positions:
Star Players:

On the Ball Passing

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.

Player positions:
Star Players:

Pass Passing

This player may re-roll a failed Passing Ability test when performing a Pass action.

Player positions:
Star Players:

Pick-me-up Trait

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.

Player positions:
Star Players:
None

Pile Driver Strength

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.

Player positions:
None
Star Players:
None

Plague Ridden Trait

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).

Player positions:
Star Players:
None

Pogo Stick Trait

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.

Player positions:
Star Players:

Prehensile Tail Mutation

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.

Player positions:
Star Players:

Pro General

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:

  • On a roll of 3+, the dice can be re-rolled.
  • On a roll of 1 or 2, the dice cannot be re-rolled.

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.

Player positions:
None
Star Players:

Projectile Vomit Trait

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:

  • On a roll of 2+, this player regurgitates acidic bile onto the nominated target.
  • On a roll of 1, this player belches and snorts, before covering itself in acidic bile.
  • In either case, an Armour roll is made against the player hit by the Projectile Vomit. This Armour roll cannot be modified in any way.
  • If the armour of the player hit is broken, they become Prone and an Injury roll is made against them. This Injury roll cannot be modified in any way.
  • If the armour of the player hit is not broken, this Trait has no effect.

A player can only perform this Special action once per turn (i.e., Projectile Vomit cannot be used with Frenzy or Multiple Block).

Player positions:
Star Players:
None

Really Stupid * Trait Compulsory

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:

  • On a roll of 1-3, this player forgets what they are doing and their activation ends immediately. Additionally, this player loses their Tackle Zone until they are next activated.
  • On a roll of 4+, this player continues their activation as normal and completes their declared action.

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.

Player positions:
Star Players:
None

Regeneration Trait

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.

Player positions:
Star Players:

Right Stuff * Trait Compulsory

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.

Player positions:
Star Players:

Running Pass Passing

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.

Player positions:
Star Players:
None

Safe Pair of Hands Agility

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.

Player positions:
Star Players:

Safe Pass Passing

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.

Player positions:
Star Players:

Secret Weapon * Trait Compulsory

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.

Player positions:
Star Players:

Shadowing General

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.

Player positions:
Star Players:

Sidestep Agility

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.

Player positions:
Star Players:

Sneaky Git Agility

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.

Player positions:
None
Star Players:

Sprint Agility

When this player performs any action that includes movement, they may attempt to Rush three times, rather than the usual two.

Player positions:
Star Players:

Stab Trait

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:

  • If the Armour of the player hit is broken, they become Prone and an Injury roll is made against them. This Injury roll cannot be modified in any way.
  • If the Armour of the player hit is not broken, this Trait has no effect.
  • If Stab is used as part of a Blitz action, the player cannot continue moving after using it.
Player positions:
Star Players:

Stand Firm Strength

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.

Player positions:
Star Players:

Strip Ball General

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.

Player positions:
Star Players:

Strong Arm Strength

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.

Player positions:
Star Players:

Stunty * Trait Compulsory

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.

Player positions:
Star Players:

Sure Feet Agility

Once per team turn, during their activation, this player may re-roll the D6 when attempting to Rush.

Player positions:
Star Players:

Sure Hands General

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.

Player positions:
Star Players:

Swarming Trait

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.

Player positions:
Star Players:
None

Swoop Trait

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.

Player positions:
Star Players:
None

Tackle General

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.

Player positions:
Star Players:

Take Root * Trait Compulsory

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:

  • On a roll of 1, this player becomes ’Rooted’:
    • A Rooted player cannot move from the square they currently occupy for any reason, voluntarily or otherwise, until the end of this drive, or until they are Knocked Down or Placed Prone.
    • A Rooted player may perform any action available to them provided they can do so without moving. For example, a Rooted player may perform a Pass action but may not move before making the pass, and so on.
  • On a roll of 2+, this player continues their activation as normal.

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.

Player positions:
Star Players:
None

Tentacles Mutation

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.

Player positions:
Star Players:

Thick Skull Strength

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.

Player positions:
Star Players:

Throw Team-mate Trait

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.

Player positions:
Star Players:

Timmm-ber! 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.

Player positions:
Star Players:

Titchy Trait

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.

Player positions:
Star Players:

Trickster Trait

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.

Player positions:
Star Players:
None

Two Heads Mutation

This player may apply a +1 modifier to the Agility test when they attempt to Dodge.

Player positions:
None
Star Players:

Unchannelled Fury * Trait Compulsory

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):

  • On a roll of 1-3, this player rages incoherently at others but achieves little else. Their activation ends immediately.
  • On a roll of 4+, this player continues their activation as normal and completes their declared 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.

Player positions:
Star Players:

Very Long Legs Mutation

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.

Player positions:
None
Star Players:
None

Wrestle General

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.

Player positions:
Star Players:

Special Rules

  1. Badlands Brawl (R)
  2. Elven Kingdoms League (R)
  3. Halfling Thimble Cup (R)
  4. Lustrian Superleague (R)
  5. Old World Classic (R)
  6. Sylvanian Spotlight (R)
  7. Underworld Challenge (R)
  8. Worlds Edge Superleague (R)
  9. Bribery and Corruption (T)
  10. Favoured of… (T)
  11. Favoured of Chaos Undivided (T)
  12. Favoured of Khorne (T)
  13. Favoured of Nurgle (T)
  14. Favoured of Tzeentch (T)
  15. Favoured of Slaanesh (T)
  16. Favoured of Hashut (T)
  17. Low Cost Linemen (T)
  18. Masters of Undeath (T)
  19. Vampire Lord (T)

Badlands Brawl (R)

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!

Teams
Star Players

Elven Kingdoms League (R)

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.

Teams
Star Players

Halfling Thimble Cup (R)

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.

Teams
Star Players

Lustrian Superleague (R)

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.

Teams
Star Players

Old World Classic (R)

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.

Teams
Star Players

Sylvanian Spotlight (R)

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!

Teams
Star Players

Underworld Challenge (R)

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!

Teams
Star Players

Worlds Edge Superleague (R)

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.

Teams
Star Players

Bribery and Corruption (T)

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:

  • Once per game, when rolling on the Argue the Call table, you may re-roll a roll of a natural 1.
  • In addition, a team with this special rule can purchase certain Inducements for a reduced price, as noted in the description of that 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:
    • Once per game, when rolling on the Argue the Call table, you may re-roll a roll of a natural 1.
    • In addition, a team with this special rule can purchase certain Inducements for a reduced price, as noted in the description of that Inducement.
Teams
Star Players

Favoured of… (T)

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:

  • Favoured of Chaos Undivided
  • Favoured of Khorne
  • Favoured of Nurgle
  • Favoured of Tzeentch
  • Favoured of Slaanesh
  • Favoured of Hashut

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.

Teams
None
Star Players

Favoured of Chaos Undivided (T)

See Favoured of…

Teams
Star Players

Favoured of Khorne (T)

See Favoured of…

Teams
Star Players

Favoured of Nurgle (T)

See Favoured of…

Teams
Star Players

Favoured of Tzeentch (T)

See Favoured of…

Teams
Star Players

Favoured of Slaanesh (T)

See Favoured of…

Teams
Star Players

Favoured of Hashut (T)

See Favoured of…

Teams
Star Players

Low Cost Linemen (T)

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:

  • In league play (but not in exhibition play), when calculating the Current Value of any permanently hired Lineman players on a team with this special rule, the Hiring Fee of that player is not included.
Teams
Star Players

Masters of Undeath (T)

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!

Teams
Star Players

Vampire Lord (T)

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':

  • If a player on the opposing team with a Strength characteristic of 4 or less and that did not have the Regeneration or Stunty traits suffered a Casualty result of 15 or 16, DEAD during the game, and if they could not be saved by an apothecary, during Step 4 of the post-game sequence a single new rookie Thrall Lineman player may be permanently hired for free if the team has fewer than 16 players on its team draft list, otherwise it will be lost. The Thrall Lineman's full value still counts towards the Team Value.

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.

Teams
Star Players