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These rules detail everything you need to know about creating a Blood Bowl team. Once you have your team up and running, you can find the rules for playing a game in the Game section. Once you have a team in place and a few games under your belt, you'll be ready to start up a league! You can find the rules for running a league in the League section.

Here's a listing of everything you'll find in this section:

*Creating A Blood Bowl Team
-Team Roster Sheets
-Buying Players
-Team Re-rolls and Fan Factor
-Coaching Staff
+The Head Coach
+Assistant Coaches
+Cheerleaders
+Apothecaries
*Wizards
-Hiring Wizards
-Spells
+Fireball
+Lightning Bolt
+Zap!
-Special Wizards
+Halfling Master Chefs
+Necromancers
+Lich-Priests
+Chaos Wizards
*Star Players
 
*The Teams
-Amazon
-Bretonnian
-Chaos
-Chaos Dwarf
-Daemon - Khorne
-Daemon - Nurgle
-Daemon - Slaanesh
-Daemon - Tzeentch
-Dark Elf
-Dwarf
-Goblin
-Halfling
-High Elf
-Imperial
-Khemri
-Lizardman
-Minotaur
-Norse
-Ogre
-Orc
-Skaven
-Snotling
-Treeman
-Undead
-Vampire
-Wood Elf
 
*Skills
*Allies
-Team Re-rolls
*Secret Weapons
-Penalty Rolls
-Star Player Points
-Ball & Chain
-Blunderbuss
-Chainsaw
-Death-roller
-Explosive Bomb
-Pogo Stick
-Poison Dagger
-Stink Bomb

Creating A Blood Bowl Team

Apart from the teams you will read about in this rulebook, there are many others playing in leagues all over the Known World. This section presents the basic rules for the most popular Blood Bowl races. You can either use the plastic playing pieces provided with the game to represent the players on your team, or collect the Citadel Miniatures from your local Games Workshop store, or order them through Games Workshop's mail order service.

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Team Roster Sheets

The pad of team rosters allows you to record the playing characteristics of your team. Owners of Blood Bowl are given permission to photocopy team roster sheets for their personal use only.

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Buying Players

You have a Treasury of 1,000,000 gold pieces with which to create your team. This represents the cash you have managed to raise from sponsors or to collect by other, more underhanded means in order to hire the players for your team.

The first step in creating the team involves studying the team lists below and deciding which race you would like to play. All of the players in your team must be from the same team list (unless you are using the optional Allies rules).

Having decided on your team list, you must now hire players for your team. Each of the players on your team will cost the number of gold pieces indicated on the team list. The team list also shows the maximum number of each type of player you may take for your team. For example, an Imperial team may not have more than two Throwers, and an Orc team may employ no more than four Blitzers. In addition, your team must have at least 11 players, and may not have more than 16. Within these restrictions, you may have any number and type of player, so long as you have the cash.

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Team Re-Rolls and Fan Factor

When you create a team, you have to pay for Team Re-rolls and Fan Factor out of your Treasury - you don't get them for free! Each Team Re-roll costs the number of gold pieces shown on your team's list, and allows you to re-roll one die roll per half, as indicated in the Game section. If you've played any games of Blood Bowl, then you know the importance of Team Re-rolls. It's a good idea to take at least one or two for your team, as rookies have a bad habit of putting their own sides at a disadvantage!

Your team's Fan Factor represents the popularity of your team. In addition to determining the number of fans that show up for the match, it can have important effects on the Kick-off Table. Each point of Fan Factor costs 10,000 gold pieces. Your team must have a Fan Factor of 1 at the least, and 9 at the most. However, there is no limit to how high a Fan Factor may rise once your team is off the ground.

IMPORTANT: You may not buy Fan Factor for your team after it is created, and it becomes harder to gain new fans as your team's popularity grows, so don't skimp on it!

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Coaching Staff

A team's coaching staff provides vital back-up to the team's players. Coaching staff are never allowed on the field, so they must stay on the sidelines during the match. Unless noted, any team may include the following coaching staff on their roster as long as each is represented by an appropriately painted Citadel Miniature. With the exception of Cheerleaders, an 'appropriate' Citadel Miniature is any model of the same race (or one of the races) of the staff member's team. For example, you could use an Orc Warhammer Fantasy Battle army general's model as the Head Coach of your Blood Bowl team.

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The Head Coach

This model represents you, the coach, so it does not cost any gold to hire! During a match, your main job is to yell and shout at the players in your team in order to inspire them. More importantly, though, you get to yell and shout at the referee if he makes a call against your team! These rules are covered in the Game section.

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Assistant Coaches

Assistant Coaches include offensive and defensive coordinators, special team coaches, personal trainers for Star Players, and numerous other titles, most of which are too insignificant to print here! As a team becomes more successful, the number of Assistant Coaches on its roster just seems to grow and grow. The more Assistant Coaches you have on your team, the more likely you are to win the 'Brilliant Coaching' result on the Kick-off Table.

Each Assistant Coach you add to the team costs 10,000 gold pieces and must be represented by a different, appropriately painted Citadel Miniature. In addition, each assistant must hold a different job title, and you must keep a full list of all Assistant Coaches and their duties on the back of the team roster.

NOTE: It is also possible for retired players to join your coaching staff as Assistant Coaches, as per the League rules.

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Cheerleaders

Most Blood Bowl teams have a troupe or two of lovely ladies to inspire both players and fans alike. It's their job to whip the fans into a state of frenzy, leading the chanting and singing as the crowd's shouts and howls build to a deafening crescendo! The more Cheerleaders you have on your team, the more likely you are to win the 'Cheering Fans' result on the Kick-off Table. Each Cheerleader costs 10,000 gold pieces, and must be represented by an appropriately painted Citadel Miniature.

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Apothecaries

An Apothecary is a healer wise in the ways of medicine and magic. He looks after the injured players on a Blood Bowl team - and as such, he has a strenuous and full-time job!

It costs 50,000 gold pieces to hire an Apothecary for your team, and he must be represented by an appropriately painted Citadel Miniature. Almost any of the Citadel Wizard models for Warhammer will make suitable Apothecary models, and Orc teams are very well catered by the Painboy models in the Warhammer 40K range.

Once per match, the team Apothecary may perform one of the following actions:

  1. At any time during a match, the Apothecary may attempt to cure any one injury that has been suffered by a player on his team - including death! Roll a d6. On a roll of 1, the Apothecary fails, and the player suffers the injury anyway. On a roll of 2 or more, the Apothecary succeeds in healing the player, who must then be left on the field, face up. Note that the Apothecary must be used immediately after the player suffers the injury, and he may not be used to heal injuries caused by the crowd when players are pushed into it.

  2. Alternately, an Apothecary may be used at the start of the match to allow a player missing the match due to niggling injury to take part in the game after all. If the Apothecary is used in this way, then no die roll is required; he is automatically successful.

IMPORTANT: A team may not have more than one Apothecary. In addition, some teams (like Khemri and Undead) may not hire an Apothecary at all! See the team lists for more details.

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Wizards

Just like everyone else in the Old World, Wizards are keen sports fans, and many are fanatically loyal in support of their chosen teams. It is not surprising, then, that soon after the game was born, Wizards starting 'helping out' their supported teams with carefully selected spells. Games were soon awash in magic as rival Wizards battled to give their teams an edge. (Who can forget the infamous 2472 Quagmire Incident, when rampant spellcasting caused the Bright Crusaders' entire stadium to sink into the earth without a trace?)

In the end, the Colleges of Magic were forced to step in and to insist that only teams that had bought a special license from the Colleges of Magic could receive magical assistance. What's more, they limited this assistance to no more than one spell per match, and even this had to be chosen from a very limited selection, and cast by an officially appointed Colleges of Magic Team Wizard!

When the Colleges of Magic stepped in to license magic use in Blood Bowl matches, many Wizards were all too happy to go traipsing off after their favorite Blood Bowl squads. After all, they were well paid, they enjoyed their roles - and hey, close sideline proximity to the Darkside Cowgirls was a nice bonus! However, this initial fervor soon faded as the Wizards began to realize the tremendous hazards of life as a member of a Blood Bowl side. For starters, the endless travel time took the spell-casters into seedy towns and seedier cities, far from the comforts of Ye Local College of Magic. For another thing, life as a team-mate was rough! Rival teams were constantly looking to recruit you to their side for more money. This wasn't bad in and of itself, but spurned suitors had a knack for sending trained assassins after you if you refused! Opposing players had an annoying habit of falling into your area and flattening you - 'accidentally,' of course. Even your own team-mates were often too clumsy to avoid doing the same thing!

In the end, the Wizards decided enough was enough, and complained to the Colleges of Magic, who were forced to change their contracts. Wizards still work for their favorite teams, but they have to be hired on a game-by-game basis. Although unpopular at first, Wizards and fans alike soon realized that they wanted to see a football match instead of a spellcasting contest, and soon the new rules were universally accepted.

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Hiring Wizards

Any team is allowed to hire a Wizard as a member of the coaching staff for one game, so long as the team can afford to pay the exorbitant 50,000 gps hiring fee to the College of Magic concerned. The Wizard must be represented by an appropriately painted Citadel Miniature. A team is not allowed to hire more than one Wizard.

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Spells

Once per game, the Wizard is allowed to cast a spell. He may do this only at the start of his team's turn. The Wizard may cast one of the following three spells: Fireball, Lightning Bolt, or Zap! These spells are described in more detail below.

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Fireball

In order to use this spell, you need the circular Fireball Template. Take the template and place it anywhere over the playing field. Any model (from either team) that is fully or partially underneath the template may be hit by the Fireball. Roll a d6 for each model. If the result beats te player's Agility, then he is knocked over by the blast. Otherwise, the player manages to dodge the blast. (Any player on the ground is assumed to be automatically hit; there is no need to roll.)

Make an armor roll for any player knocked over by a Fireball, adding +1 to both the armor and injury rolls. If a player on the moving team is knocked over by the Fireball, then the moving team does not suffer a Turnover unless the player was carrying the ball at the time.

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Lightning Bolt

In order to use this spell, you need the teardrop-shaped Lightning Bolt Template. First, take the Wizard model and place it anywhere next to the game board. You may not place the Wizard on the board itself, but the edge of his base may touch the edge of the board. Place the template so that the narrow end is next to the Wizard, and the lightning bolt itself projects onto the playing field.

Any model that lies fully or partially under the template may be hit by the lightning bolt. Starting with the model closest to the Wizard, roll 2d6 for each model under the template and add the scores together. If the dice roll beats the target's Agility, then the target has been hit by the bolt. If the dice roll is less than or equal to the target's Agility, then the bolt misses, and you must make a new dice roll for the next model in the line of fire. (Any player on the ground is assumed to be automatically hit - there is no need to roll.)

Note that because the coach is rolling two dice, he will probably hit the first target under the template - it isn't easy to dodge a lightning bolt!

The first model hit absorbs the full force of the lightning bolt, and any models further on are not affected. A model hit by a lightning bolt is knocked over. Make an armor roll for the player, adding +1 to both the armor and injury rolls. If a player on the moving team is knocked over by the lightning bolt, then the moving team does not suffer a Turnover unless the player was carrying the ball at the time.

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Zap!

The Zap! spell is potentially the most devastating spell in a Wizard's reportoire, because it turns any player it hits into a slimy toad! Unfortunately, the spell is not all that reliable, and has a nasty habit of hitting the wrong target.

A Wizard may cast the Zap! spell at any player on the field. The coach simply nominates a player and rolls a d6. On a roll of 4 or more, the spell hits the nominated player. On a roll of 3 or less, however, the spell scatters a number of times equal to the die roll (so if you rolled a 2, it would scatter twice). If the Zap! spell ends up in an occupied square, then the player in that square is hit. If it ends up in an empty square, then the spell has no effect.

Any player hit by the Zap! spell is turned into a toad! Replace the player's model with the Toad Counter. If the player was holding the ball, then he will drop it, and it will scatter one square. This counts as a Turnover if it happens to a player from the moving team. The player will remain in toad form until the next kick-off.

While a player is a toad, he has the special Toad characteristics printed below.

Title   MA   ST   AG   AV   Skills & Traits
Toad   3   1   4   4   Dodge, Leap, Stunty

A toad may never pick up the ball, so it will scatter one square if the toad moves into its square. Toads do not have Tackle Zones, and may not assist or attack in a Block, Blitz, etc. Toads also suffer a +1 to all injury rolls. Any injury the player suffers while he is a toad do apply when the player reverts back to his normal state!

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Special Wizards

Some teams may not hire ordinary Wizards. Instead, these teams usually have their own specialized Wizards serving as Head Coaches. These teams are Halfling teams, who may only take a Master Chef; Undead teams, who must take a Necromancer; Khemri teams, who must have a Lich Priest; and Daemon teams, who must have a Chaos Wizard. The special rules for these Wizards are described below.

NOTE: Dwarfs have an intense dislike for magic and those who use it. As a result, Dwarf teams may not hire a Wizard from the Colleges of Magic unless they win the Dungeonbowl.

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Halfling Master Chefs

Halfling teams do not have Wizards as such, as most Wizards wouldn't be caught dead selling their services to these hapless fellows. Instead, each Halfling team is coached by a Master Chef, who happens to be a wizard in the kitchen. The quality of the Master Chef's cooking generally serves to cover for the quality of his coaching, and all Halfling teams are assumed to have a Master Chef for free, and do not have to hire one. In addition, it inspires the Halflings on the team to perform exceptionally well, because they won't get fed after the match if they play badly!

This special motivation allows Halfling teams to take a number of extra Team Re-roll counters at the start of each half. Roll a d6 and divide by 2, rounding down (i.e., 1 = 0, 2-3 = 1, 4-5 = 2, 6 = 3). The result is the number of extra counters the team gets for the half.

In addition, the fabulous smells emanating from the Halfling team's Dugout can prove very distracting for the players on the opposing team! To represent this, the opposing coach must reduce the number of Team Re-roll counters he has by a number equal to the re-rolls gained by the Halfling squad. For example, if the Halfling team gained two re-rolls, then their opponents would lose two.

NOTE: A team may never have its Team Re-rolls reduced below 0 in this fashion.

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Necromancers

Necromancy is the magic of the dead and the undead, and Necromancers can cast evil and unnatural spells that will bring the dead to life. All Undead teams must have a Necromancer as their Head Coach - after all, it is the Necromancer's spells that created the team in the first place, and the team literally wouldn't have existed without him! All Undead teams are assumed to have a Necromancer for free, and do not have to pay to hire one.

In addition to his abilities as a Head Coach, the Necromancer may cast a Raise The Dead spell once per match. This spell may only be cast if a player from the opposing team is killed during the match. It allows the Necromancer to raise the player from the dead, and add him to the Undead team as a new Zombie player! The spell may only be cast on players of roughly human size (i.e., not on large monsters like Ogres or Trolls, or small players like Halflings or Goblins). In addition, the spell may not be cast on Undead players themselves.

The new player has standard Zombie characteristics no matter what his skills or abilities in life, and may only be added to the Undead team if it has fewer than 16 players at the time (and fewer than 8 Zombies, of course). If the Undead coach has a spare Zombie model available, then he may place the new player in the Reserves box of the Dugout. The new player may be used immediately - much to the consternation of his former team-mates!

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Lich-Priests

Lich-Priests also practice Necromancy, though they specialize in the mummification rituals that have survived from the ancient times of Nehekara. They work just like Necromancers, except that they may raise Skeletons rather than Zombies.

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Chaos Wizards

Chaos Wizards are proficient in summoning the extra-planar creatures known as Chaos Daemons, and all Daemon teams must have a Chaos Wizard as their Head Coach. As you might imagine, summoning a Daemon and keeping him tied to this plane of existence is a lot of work. In fact, Chaos Wizards are so wrapped up by this sort of thing that they cannot actually cast any spells during a match!

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Star Players

In addition to the normal players shown on the team lists, you are allowed to hire special Star Players for your team. Star Players are the heroes of the Blood Bowl arena - the most resourceful and talented players in a team. They roam the Old World between matches and sell their services to the highest bidder. Each Star Player has his own set of special skills, and each is an individual, standing out from the rest of the regular team. Every team likes to enlist the services of one or two of these valuable players from time to time, but their services do not come cheaply!

Star Players have a race and a position. These items dictate the teams for which they will play. For example, Griff Oberwald is an Imperial Blitzer. If hired by an Imperial team, he takes up one of the team's four Blitzer slots. If hired by a High Elf team as an Imperial ally, he takes up that team's position player ally slot. For more information on allies, see the Allies section below.

The following chart lists all Star Players available in the game today. Note that you may not hire Star Players for full-time duty. The costs listed below represent the player's full cost, so divide by 2 to calculate the player's Freebooter cost.


Name   Title   Cost   MA   ST   AG   AV

Basher   Troll   160,000   4   6   2   9
Skills & Traits: Mighty Blow, Throw Team-Mate, Foul Appearance, Regenerate
 
Bjorn Dethson   Norse Blitzer   170,000   7   4   4   7
Skills & Traits: Block, Mighty Blow, Jump Up, Leader, Frenzy
 
Boggy Dungbreath   Snotling   80,000   5   2   3   6
Skills & Traits: Block, Dodge, Dirty Player, Side Step, Titchy
 
Borak the Despoiler   Chaos Warrior   160,000   5   5   3   9
Skills & Traits: Block, Mighty Blow, Dirty Player, Leader
 
Count von Drakenborg   Vampire   170,000   6   5   4   8
Skills & Traits: Block, Dodge, Hypnotic Gaze, Regenerate
 
Deeproot Strongbranch   Treeman   180,000   2   7   1   10
Skills & Traits: Block, Mighty Blow, Throw Team-Mate, Stand Firm, Thick Skull
 
Frank N. Stein   Zombie   130,000   4   5   1   9
Skills & Traits: Break Tackle, Mighty Blow, Stand Firm, Thick Skull
 
Grashnak Blackhoof   Minotaur   160,000   6   6   2   9
Skills & Traits: Mighty Blow, Horns, Thick Skull
 
Griff Oberwald   Imperial Blitzer   180,000   8   4   4   8
Skills & Traits: Block, Dodge, Leap, Sprint, Sure Feet
 
Grim Ironjaw   Troll Slayer   150,000   5   4   3   8
Skills & Traits: Block, Mighty Blow, Dauntless, Frenzy, Thick Skull
 
Guillarme   Squire Catcher   130,000   8   2   5   7
Skills & Traits: Dodge, Catch, Side Step, Sprint, Sure Feet
 
Hakflem Skuttlespike   Gutter Runner   130,000   9   3   4   7
Skills & Traits: Dodge, Two Heads, Extra Arms, Prehensile Tail
 
Hargin "The 'Ard'"   Dwarf Blitzer   150,000   5   4   3   9
Skills & Traits: Block, Tackle, Piling On, Pro, Thick Skull
 
Headsplitter   Rat Ogre   160,000   6   6   3   9
Skills & Traits: Mighty Blow, Prehensile Tail
 
Hoshi Komi   Imperial Catcher   120,000   8   3   4   7
Skills & Traits: Dodge, Catch, Leap
 
Humbilly Tipsleweed   Halfling   110,000   5   3   4   6
Skills & Traits: Sure Hands, Dodge, Pass, Dump Off, Stunty
 
Hthark the Unstoppable   Bull Centaur   180,000   6   6   2   10
Skills & Traits: Block, Break Tackle, Sprint, Sure Feet, Thick Skull
 
Jordell Freshbreeze   Wardancer   150,000   8   3   5   7
Skills & Traits: Block, Dodge, Leap, Diving Catch, Side Step
 
Jules De Bergerac   Questing Knight   200,000   7   5   3   9
Skills & Traits: Block, Mighty Blow, Strip Ball, Pro, Leader, Stand Firm
 
Katchmi'ifyukan   Skink   120,000   8   2   4   7
Skills & Traits: Block, Dodge, Right Stuff, Dauntless, Stunty
 
Lucen Swift   Lion Warrior   160,000   9   3   5   7
Skills & Traits: Dodge, Leap, Catch, Diving Catch, Side Step
 
Lucia Lawless   Amazon Blitzer   160,000   7   4   4   7
Skills & Traits: Block, Dodge, Tackle, Sprint, Sure Feet
 
Mighty Zug   Imperial Lineman   120,000   4   5   2   9
Skills & Traits: Block, Mighty Blow
 
Morg N Thorg   Ogre   190,000   6   6   3   10
Skills & Traits: Block, Mighty Blow, Throw Team-Mate, Thick Skull
 
Prince Moranion   Dragon Warrior   160,000   7   4   4   8
Skills & Traits: Block, Dauntless, Stand Firm
 
Puggy Baconbreath   Halfling   90,000   6   2   4   6
Skills & Traits: Block, Dodge, Right Stuff, Stunty
 
Ripper Bolgrot   Troll   150,000   4   6   1   10
Skills & Traits: Mighty Blow, Throw Team-Mate, Regenerate
 
Roxanna Darknail   Witch Elf   150,000   8   3   5   7
Skills & Traits: Dodge, Leap, Jump Up, Sprint, Frenzy
 
Silbili   Saurus   140,000   7   4   2   9
Skills & Traits: Block, Guard, Stand Firm
 
Sokitoomi   Kroxigor   170,000   7   6   2   9
Skills & Traits: Mighty Blow, Throw Team-Mate, Prehensile Tail, Thick Skull
 
Sonia Sidewinder   Amazon Catcher   130,000   8   3   4   7
Skills & Traits: Block, Dodge, Leap, Sprint, Catch
 
Tuern Redvenom   Dark Elf Blitzer   180,000   7   4   4   8
Skills & Traits: Block, Dodge, Tackle, Dirty Player, Pro
 
Varag Ghoul-Chewer   Orc Blitzer   160,000   6   4   3   9
Skills & Traits: Block, Mighty Blow, Jump Up, Leader, Pro
 
Wilhelm Chaney   Norse Werewolf   140,000   7   4   3   8
Skills & Traits: Frenzy, Razor Sharp Claws
 
Wishbone   Skeleton   90,000   6   3   3   7
Skills & Traits: Block, Pro, Regenerate
 
Wrag Bonesnapper   Ghoul   150,000   8   4   4   7
Skills & Traits: Dodge, Catch, Diving Catch, Sprint
 
Zorn Urkrag   Chaos Dwarf Blocker   130,000   5   4   2   9
Skills & Traits: Block, Mighty Blow, Tackle, Thick Skull
 

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The Teams

The team lists for all 26 teams are found below. Each list is preceded by a short introduction to the team, and a list of any Special Rules the team uses.

As a general rule, any team that can hire Throwers (i.e., players with normal access to Passing Skills) can replace one or both of these slots with Kickers. A Kicker has stats identical to his passing counterpart, with two exceptions:

  1. The Kicker has the Kick skill instead of the Pass skill.
  2. The Kicker has access to Kicking Skills instead of Passing Skills.

A team may hire a Kicker as an ally from any race that normally contains Throwers - provided that team may hire an ally from that race in the first place, of course!

For more information on the types of skills each position is allowed, click here.

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Amazon

Long ago, driven by a desire for adventure, the Valkyries of the Norse settlement of Skeggi in Lustria sailed away from their men-folk and founded a colony deep within the estuary of the Amaxon River. Cut off from the outside world, these fierce warrior women 'went native.' When rediscovered many generations later, they had taken on the clothes and customs of the Lizardmen of the surrounding jungle. Now these ferocious warriors have taken to the Blood Bowl pitch - and Nuffle save those who dare play against them!

Special Rules: None.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Linewoman   50,000   6   3   3   7   Dodge
0-2   Thrower   70,000   6   3   3   7   Dodge, Pass
0-4   Catcher   70,000   6   3   3   7   Dodge, Catch
0-4   Blitzer   90,000   6   3   3   7   Dodge, Block
Re-roll counter: 40,000 gold pieces each

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Brettonian

From the fair lands of Bretonnia they come, guided by the Lady to bring justice and righteous might to the game of Blood Bowl. Just as long as the peasants get dirty and the knights' tabards stay clean!

Special Rules: Knights and Squires will not foul or assist a foul, although they will lend defensive assists to fouled team-mates. Only Peasants may foul and assists fouls as normal.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Peasant   40,000   6   3   3   7   None
0-2   Thrower   70,000   6   3   3   7   Sure Hands, Pass
0-2   Catcher   70,000   8   2   3   7   Dodge, Catch
0-2   Realm Knight   100,000   6   3   3   8   Block, Stand Firm
0-2   Questing Knight   150,000   7   4   3   9   Block, Stand Firm, Leader
Re-roll counter: 60,000 gold pieces each

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Chaos

Chaos teams are not noted for the subtlety or originality of their game play. A simple drive up the center of field, maiming and injuring as many opposing players as possible, is about the limit of the typical Chaos game plan. They rarely, if ever, worry about minor considerations like picking up the ball and scoring touchdowns...not while there are any opposing players left alive, anyway!

Special Rules: Chaos players can gain Physical Abilities on a doubles result on a Star Player Roll.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Beastman   60,000   6   3   3   8   Horns
0-4   Chaos Warrior   100,000   5   4   3   9   None
Re-roll counter: 70,000 gold pieces each

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Chaos Dwarf

Chaos Dwarfs are the twisted descendants of Dwarf explorers who were terribly affected by the forces of Chaos, turning them into evil self-centered creatures. In one way, however, they haven't changed at all - they still love playing Blood Bowl! Chaos Dwarfs are not very numerous, and make great use of sneaky Hobgoblin slaves to perform all kinds of tasks, including playing on their Blood Bowl teams.

Special Rules: Bull Centaurs are Big Guys, and follow all the normal rules for such players.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Hobgoblin   40,000   6   3   3   7   None
0-6   Chaos Dwarf Blocker   70,000   4   3   2   9   Block, Tackle, Thick Skull
0-2   Bull Centaur   130,000   6   4   2   9   Sure Feet, Sprint, Thick Skull
Re-roll counter: 50,000 gold pieces each

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Daemon - Khorne

Chaos teams are arguably the most brutal on the pitch, so when you add Khorne into the mix, you had better look out!

Special Rules: All Khorne players can gain Physical Abilities on a doubles result on a Star Player Roll. In addition, every Khorne team has a Chaos Wizard as its Head Coach, without whose spells the Daemons couldn't be summoned in the first place! As a result, a Khorne team may not hire a Wizard from the Colleges of Magic.

Daemons: Bloodletters and Bloodthirsters are daemonic creatures. As such, they are treated as Big Guys for the purposes of Star Player Points and advancement. For obvious reasons, Daemons may not use the services of an Apothecary.

Daemonic Aura: Bloodletters and Bloodthirsters do not have normal armor like other players. Instead, they are protected by a powerful Daemonic Aura, which gives them an unmodifiable AV. This means that an opponent must roll over the daemon's AV to injure the player, but may not modify the dice roll with Claw, Mighty Blow, the +1 bonus given for fouling, etc. However, a player with a Daemonic Aura is banished from the mortal plane if he suffers a casualty of any kind (Badly Hurt, Seriously Injured, or Killed), and should be crossed off the team roster permanently.

Greater Daemons: A Bloodthirster is tied to this plane by the most unstable connections, so you must roll a 3 or more after every drive to keep the daemon in play. On a roll of 1 or 2, the player has been called back to the Warp, and is lost for the remainder of the game (though he will come back in time for the next match).


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Beastman   60,000   6   3   3   8   Horns
0-4   Chaos Warrior   100,000   5   4   3   9   None
0-2   Bloodletter   130,000   6   5   3   7   Frenzy
0-1   Bloodthirster   240,000   6   8   3   10   Block, Break Tackle, Dirty Player, Mighty Blow
Re-roll counter: 70,000 gold pieces each

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Daemon - Nurgle

Famous Nurgle teams like The Rotters have had successful runs in Blood Bowl leagues, but for some reason it is always very hard to recruit players!

Special Rules: Nurgle players can gain Physical Abilities on a doubles result on a Star Player Roll. In addition, every Nurgle team has a Chaos Wizard as its Head Coach, without whose spells the Daemons couldn't be summoned in the first place! As a result, a Nurgle team may not hire a Wizard from the Colleges of Magic.

Daemons: Plaguebearers and Great Unclean Ones are daemonic creatures. As such, they are treated as Big Guys for the purposes of Star Player Points and advancement. For obvious reasons, Daemons may not use the services of an Apothecary.

Daemonic Aura: Plaguebearers and Great Unclean Ones do not have normal armor like other players. Instead, they are protected by a powerful Daemonic Aura, which gives them an unmodifiable AV. This means that an opponent must roll over the daemon's AV to injure the player, but may not modify the dice roll with Claw, Mighty Blow, the +1 bonus given for fouling, etc. However, a player with a Daemonic Aura is banished from the mortal plane if he suffers a casualty of any kind (Badly Hurt, Seriously Injured, or Killed), and should be crossed off the team roster permanently.

Greater Daemons: A Great Unclean One is tied to this plane by the most unstable connections, so you must roll a 3 or more after every drive to keep the daemon in play. On a roll of 1 or 2, the player has been called back to the Warp, and is lost for the remainder of the game (though he will come back in time for the next match).


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Beastman   60,000   6   3   3   8   Horns
0-4   Chaos Warrior   100,000   5   4   3   9   None
0-2   Plague Bearer   120,000   6   4   3   7   Foul Appearance, Horns
0-1   Great Unclean One   230,000   3   7   1   9   Multiple Block, Piling On, Foul Appearance, Stand Firm, Thick Skull
Re-roll counter: 70,000 gold pieces each

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Daemon - Slaanesh

Slaanesh teams are unique among Chaos teams in that they are actually quite good with the ball, and have been known to score touchdowns as well as bash out the brains of their opponents!

Special Rules: Nurgle players can gain Physical Abilities on a doubles result on a Star Player Roll. In addition, every Slaanesh team has a Chaos Wizard as its Head Coach, without whose spells the Daemons couldn't be summoned in the first place! As a result, a Slaanesh team may not hire a Wizard from the Colleges of Magic.

Daemons: Daemonettes and Keepers of Secrets are daemonic creatures. As such, they are treated as Big Guys for the purposes of Star Player Points and advancement. For obvious reasons, Daemons may not use the services of an Apothecary.

Daemonic Aura: Daemonettes and Keepers of Secrets do not have normal armor like other players. Instead, they are protected by a powerful Daemonic Aura, which gives them an unmodifiable AV. This means that an opponent must roll over the daemon's AV to injure the player, but may not modify the dice roll with Claw, Mighty Blow, the +1 bonus given for fouling, etc. However, a player with a Daemonic Aura is banished from the mortal plane if he suffers a casualty of any kind (Badly Hurt, Seriously Injured, or Killed), and should be crossed off the team roster permanently.

Greater Daemons: A Keeper of Secrets is tied to this plane by the most unstable connections, so you must roll a 3 or more after every drive to keep the daemon in play. On a roll of 1 or 2, the player has been called back to the Warp, and is lost for the remainder of the game (though he will come back in time for the next match).


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Beastman   60,000   6   3   3   8   Horns
0-4   Chaos Warrior   100,000   5   4   3   9   None
0-2   Daemonette   110,000   6   3   4   7   Claw, Hypnotic Gaze
0-1   Keeper of Secrets   230,000   6   7   3   9   Block, Claw, Extra Arms, Horns
Re-roll counter: 70,000 gold pieces each

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Daemon - Tzeentch

Fans never know what they're going to get when a Tzeentch team takes the field. Sometimes they will play out of their skins, and other times it is quite obvious they have thrown the game for what purpose only the Chaos god of intrigue and change knows!

Special Rules: Slaanesh players can gain Physical Abilities on a doubles result on a Star Player Roll. In addition, every Slaanesh team has a Chaos Wizard as its Head Coach, without whose spells the Daemons couldn't be summoned in the first place! As a result, a Slaanesh team may not hire a Wizard from the Colleges of Magic.

Daemons: Pink Horrors and Lords of Change are daemonic creatures. As such, they are treated as Big Guys for the purposes of Star Player Points and advancement. For obvious reasons, Daemons may not use the services of an Apothecary.

Daemonic Aura: Pink Horrors and Lords of Change do not have normal armor like other players. Instead, they are protected by a powerful Daemonic Aura, which gives them an unmodifiable AV. This means that an opponent must roll over the daemon's AV to injure the player, but may not modify the dice roll with Claw, Mighty Blow, the +1 bonus given for fouling, etc. However, a player with a Daemonic Aura is banished from the mortal plane if he suffers a casualty of any kind (Badly Hurt, Seriously Injured, or Killed), and should be crossed off the team roster permanently.

Greater Daemons: A Lord of Change is tied to this plane by the most unstable connections, so you must roll a 3 or more after every drive to keep the daemon in play. On a roll of 1 or 2, the player has been called back to the Warp, and is lost for the remainder of the game (though he will come back in time for the next match).

Pink and Blue Horrors: Any Pink Horror who suffers a casualty is not banished immediately. Instead, it will split into two Blue Horrors. One is placed in the square originally occupied by the Pink Horror, while the other scatters d6 squares as it pops into existence. If the final square is occupied or off the pitch, then roll again for placement. Note that this may allow the Tzeentch team to have more than eleven players on the field. As long as one of the Blue Horrors survives the match, the Head Coach will be able to bring back the Pink Horror for the next game. Blue Horrors do not have any skills or traits gained by the Pink Horror, and are not added to the team roster.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Beastman   60,000   6   3   3   8   Horns
0-4   Chaos Warrior   100,000   5   4   3   9   None
0-2   Pink Horror   120,000   6   3   3   7   Big Hand
    Blue Horror   -   6   2   3   6   Stunty
0-1   Lord of Change   240,000   6   7   3   9   Jump Up, Leap, Pass Block, Leader
Re-roll counter: 70,000 gold pieces each

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Dark Elf

Dark Elves are generally quite superb Blood Bowl players, combining agility and amazing athletic ability with low cunning and an evil temperament. Although best suited to the throwing game, sheer spite makes the Dark Elves enjoy the running game - especially when a side throws up a remarkable Blitzer like Jeremiah Kool!

Special Rules: None.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Lineman   70,000   6   3   4   8   None
0-2   Thrower   90,000   6   3   4   8   Pass
0-2   Blitzer   100,000   7   3   4   8   Block
0-2   Witch Elf   110,000   7   3   4   7   Dodge, Jump Up, Frenzy
Re-roll counter: 50,000 gold pieces each

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Dwarf

Dwarfs seem to be ideal Blood Bowl players: they're short, they're tough, they're well-armored, and they have this stubborn knack of refusing to die! Most successful Dwarf teams work on the principle of attrition. If they can take out all of the other team's potential scorers, and wear down the rest, then there won't be anybody left to stop them from scoring the winning touchdowns.

Special Rules: Dwarfs have a strong distrust of magic. As a result, no Dwarf team may hire a Wizard from the Colleges of Magic unelss they win the Dungeonbowl.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Longbeard   70,000   4   3   2   9   Block, Tackle, Thick Skull
0-2   Runner   80,000   6   3   3   8   Sure Hands, Thick Skull
0-2   Blitzer   80,000   5   3   3   9   Block, Thick Skull
0-2   Troll Slayer   90,000   5   3   2   8   Block, Frenzy, Dauntless, Thick Skull
Re-roll counter: 40,000 gold pieces each

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Goblin

A Goblin team's game plan owes much more to hope than potential. Because they are small and agile, Goblins can make quite good catchers. Sadly, the art of throwing the football is lost to them, while the chances of one blocking anything larger than a Halfling are remote to say the least! Still, this never seems to bother Goblin players, and occasionally the use of a particularly devious Secret Weapon will even allow a Goblin team to win a match.

Special Rules: Trolls are Big Guys, and follow all the normal rules for such players.

Secret Weapons: Goblin teams are exceptionally sneaky and desperate, so Goblins may employ up to four Secret Weapons.

It's A Small, Small World: Being about half the size of a normal Blood Bowl player does, unfortunately, have its disadvantages. Goblins are just a bit too small to throw the ball very well, so they must increase the range by one category when they make a pass. In addition, the little guys tend to break rather easily, so the opposing coach may add +1 to the dice roll whenever he makes an injury roll for a Goblin, in addition to any other modifiers that might apply.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Goblin   40,000   6   2   3   7   Dodge, Right Stuff, Stunty
0-2   Troll   100,000   4   5   1   9   Mighty Blow, Regenerate, Always Hungry, Really Stupid
Re-roll counter: 60,000 gold pieces each

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Halfling

The technical deficiency of Halfling teams is legendary. They're too short to throw or catch, they run at half pace, and the whole team can spend all afternoon trying to block an Ogre without any chance of success. Most Halfling coaches try to make up for quality with quantity. After all, if you can get half a dozen players in the opposing team's End Zone, and if (by some miracle) you manage to end up with the ball, then there's a small chance that one or two of them won't be jelly by the time you throw the thing...

Special Rules: A Halfling team has a Master Chef as its Head Coach. As a result, the team may not hire a Wizard from the Colleges of Magic unless it wins the Dungeonbowl.

It's A Small, Small World: Being about half the size of a normal Blood Bowl player does, unfortunately, have its disadvantages. Halflings are just a bit too small to throw the ball very well, so they must increase the range by one category when they make a pass. In addition, the little guys tend to break rather easily, so the opposing coach may add +1 to the dice roll whenever he makes an injury roll for a Halfling, in addition to any other modifiers that might apply.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Halfling   30,000   5   2   3   6   Dodge, Right Stuff, Stunty
Re-roll counter: 60,000 gold pieces each

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High Elf

More than most teams, High Elves rely on the accuracy of their Phoenix Warriors and the icy calm of their Lion Warriors. The unglamorous Linemen simply hold off the other side's more homicidal players until the pass is thrown - and they don't appreciate it if this takes too long!

Special Rules: None.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Lineman   70,000   6   3   4   8   None
0-2   Phoenix Warrior   80,000   6   3   4   8   Pass
0-2   Lion Warrior   90,000   8   3   4   7   Catch
0-2   Dragon Warrior   100,000   7   3   4   8   Block
Re-roll counter: 50,000 gold pieces each

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Imperial

Although Imperial teams do not have the individual strengths or outstanding abilities available to other races, they do not suffer from any outstanding weaknesses, either. This makes Imperial teams extremely flexible, equally at home running the ball, passing it, or ignoring it and pounding the opposition into the turf instead!

Special Rules: The fate of the Halflings of the Moot is very closely tied to the Empire, and it is not uncommon for Imperial teams to include one or two Halflings on the roster - after all, they are cheap, and they are rather good at dodging their way through the opposing line. To represent this, Imperial teams may hire up to four Halflings. These Halflings are of the standard variety, and do not count against the normal Halfling allowance for Imperial allies, although they do have the same Team Re-roll restrictions that any other allies would have.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Lineman   50,000   6   3   3   8   None
0-2   Thrower   70,000   6   3   3   8   Sure Hands, Pass
0-2   Catcher   70,000   8   2   3   7   Dodge, Catch
0-4   Blitzer   90,000   7   3   3   8   Block
Re-roll counter: 50,000 gold pieces each

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Khemri

From the Southlands come the denizens of the lost civilizations of the Tomb Kings. They have summoned their minions into restless unlife to play Blood Bowl, and teach the living how it is done...

Special Rules: Every Khemri team has a Lich Priest as its Head Coach, without whose spells the team couldn't be assembled in the first place! As a result, a Khemri team may not hire a Wizard from the Colleges of Magic unless it wins the Dungeonbowl.

The Walking Dead: For obvious reasons, Khemri teams may not employ the services of an Apothecary, even for the allies on their teams. Similarly, a Khemri ally on another team may not be healed by an Apothecary, and will lose the Regenerate ability.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Skeleton   30,000   5   3   2   7   Regenerate
0-4   Tomb Guard   90,000   5   3   3   7   Block, Guard, Regenerate
0-4   Mummy   100,000   3   5   1   9   Mighty Blow, Regenerate
Re-roll counter: 70,000 gold pieces each

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Lizardman

Providing an odd blend of dexterity and strength, the Lustrian team can almost last the distance against a power team such as Chaos, while still able to pull off the running plays favored by the Skaven.

Special Rules: Kroxigors are Big Guys, and follow all the normal rules for such players.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Skink   60,000   8   2   3   7   Dodge, Stunty
0-6   Saurus   80,000   6   4   1   9   None
0-2   Kroxigor   130,000   6   5   1   9   Prehensile Tail, Thick Skull, Bonehead
Re-roll counter: 60,000 gold pieces each

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Minotaur

A Minotaur's enormous strength, minimal intelligence, and viciously depraved mentality would appear to make it an almost perfect Blood Bowl player. Fortunately for most other players, Minotaur teams are not usually very successful. This is mainly because of their disconcerting habit of going berzerk before, during, and after the match, attacking and eating anyone or anything that gets in the way: friends, foes...even the coach!

Special Rules: Minotaurs are Big Guys, and follow all the normal rules for such players.

Big Guy Teams: A Minotaur team needs to purchase a minimum of 8 players when it is created, and no more than 8 Minotaurs may be placed on the field when the team sets up.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-12   Minotaur   110,000   5   5   2   8   Mighty Blow, Horns, Thick Skull, Always Hungry, Wild Animal
Re-roll counter: 100,000 gold pieces each

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Norse

Norse teams have a well-deserved reputation for ferocity both on and off the playing field. The average Norseman is a homicidal maniac at the best of times, largely brought about by a life of melancholic solitude that stretches for six months of every year, fueled by vast quantities of stomach-stripping drink. The Norseman that takes up Blood Bowl, however, is a truly unedifying specimen, interested only in beer, women, and song off the playing field...and beer, women, and bloody carnage while on it!

Special Rules: Any Norse team may hire the Star Werewolf, Wilhelm Chaney. In addition, any team that may hire Norse allies may do likewise. When hired for a game in such a fashion, Wilhelm takes up a Lineman spot on the roster.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Lineman   50,000   6   3   3   7   Block
0-2   Thrower   70,000   6   3   3   7   Block, Pass
0-2   Catcher   70,000   6   3   3   7   Block, Catch
0-4   Blitzer   90,000   6   3   3   7   Block, Jump Up, Frenzy
Re-roll counter: 60,000 gold pieces each

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Ogre

Ogres are by far the most common large monsters seen on the Blood Bowl pitch, and there have been a great number of famous Ogre players over the years. Ogres are principally useful for attacking plays - a straight-arm jab from an Ogre has been likened to being run over by a carriage and horses at a full gallop. However, their bulk does count against them in a tackle, and their poor coordination makes their catching dreadful. They aren't very bright, either! These small disadvantages are easily overlooked, however, by keen Blood Bowl fans. Ogres are usually the first players to land a blow, and quite often the last. They have great staying power and a tremendous appetite for the game - and their height makes them popular with Goblin and Snotling fans, who love to see the big 'uns get their come-uppance!

Special Rules: Ogres are Big Guys, and follow all the normal rules for such players.

Big Guy Teams: An Ogre team needs to purchase a minimum of 8 players when it is created, and no more than 8 Ogres may be placed on the field when the team sets up.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-12   Ogre   120,000   5   5   2   9   Mighty Blow, Thick Skull, Bonehead
Re-roll counter: 100,000 gold pieces each

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Orc

Orcs have been playing Blood Bowl since the game was invented, and Orc teams such as the Gouged Eye and the Severed Heads are among the best in the game. Orc teams are tough and hard-hitting, grinding down the opposition's line to create gaps for their excellent Blitzers to exploit.

Special Rules: The Goblin and Orc races are very closely related, and it is not uncommon for Orc teams to include one or two Goblins on the roster - after all, they are cheap, and they are rather good at dodging their way through the opposing line. To represent this, Orc teams may hire up to four Goblins. These Goblins are of the standard variety, and do not count against the normal Goblin allowance for Orc allies, although they do have the same Team Re-roll restrictions that any other allies would have.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Lineman   50,000   5   3   3   9   None
0-2   Thrower   70,000   5   3   3   8   Sure Hands, Pass
0-4   Black Orc Blocker   80,000   4   4   2   9   None
0-4   Blitzer   80,000   6   3   3   9   Block
Re-roll counter: 60,000 gold pieces each

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Skaven

They may not be all that strong, they certainly aren't tough, but boy oh boy are Skaven fast! Many an opponent has been left in the starting blocks as fast-moving Skaven players scamper through a gap in the line and run in for another lightning-fast touchdown.

Special Rules: Rat Ogres are Big Guys, and follow all the normal rules for such players. In addition, all Skaven players can gain Physical Abilities on a doubles result on a Star Player Roll.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Lineman   50,000   7   3   3   7   None
0-2   Thrower   70,000   7   3   3   7   Sure Hands, Pass
0-4   Gutter Runner   80,000   9   2   4   7   Dodge
0-2   Storm Vermin   90,000   7   3   3   8   Block
0-2   Rat Ogre   130,000   6   5   3   8   Mighty Blow, Prehensile Tail, Wild Animal
Re-roll counter: 60,000 gold pieces each

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Snotling

Having undeniably the worst players in the game is a problem no Snotling coach has yet overcome, although the large quantity of Trolls available almost compensates for the team's total lack of ability.

Special Rules: Trolls are Big Guys, and follow all the normal rules for such players.

It's A VERY Small World: Being about half the size of a Goblin or Halfling does, unfortunately, have its disadvantages. Snotlings are just too small to throw the ball well, so they must increase the range by two categories when they make a pass. In addition, the little runts break very easily, so the opposing coach may add +2 to the dice roll whenever he makes an injury roll for a Snotling, in addition to any other modifiers that might apply.

Which Way Did He Go? It is very hard for the referee to keep track of how many Snotling players are on the pitch at any one time. To represent this, a Snotling coach who has set up his team should roll a d6 and divide in half, rounding down (i.e., 1 = 0, 2-3 = 1, 4-5 = 2, 6 = 3). The result is the number of extra Snotlings he may set up on the field for this drive. Note that this may allow Snotling teams to have more than eleven players on the field!


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-32   Snotling   20,000   5   1   3   5   Dodge, Side Step, Right Stuff, Titchy
0-4   Troll   100,000   4   5   1   9   Mighty Blow, Regenerate, Always Hungry, Really Stupid
Re-roll counter: 80,000 gold pieces each

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Treeman

Treemen are generally reclusive creatures who do not mix with other races. However, very young Treemen (mere striplings under 250 years old) have been known to take part in games of Blood Bowl. The average Treeman stands two or three times the height of a man, with massive trunk-like legs and thick branching arms. When they stand still (which is often), they can easily be mistaken for tall trees, with their clawed feet spreading into the ground like roots. Treemen are incredibly strong and tough, and are next to impossible to move or knock over. On the other hand, they are painfully slow-moving, and it is not uncommon for a Treeman to spend an entire match waiting for an opponent to get within reach. When they do lay a branch on an opponent, however, the victim more often than not ends up as fertilizer.

Special Rules: Treemen are Big Guys, and follow all the normal rules for such players.

TIMMMMMM-BERRRR! Treemen are notoriously difficult to push back, let alone knock over, but when they go down, the Treeman's lack of suppleness can make it rather difficult for him to stand back up again. It costs a Treeman both squares of his Movement Allowance to attempt to stand up, and the attempt is not automatically successful. The coach of the Treeman player must roll a d6, adding +1 for every team-mate who is standing next to the Treeman, but not in the Tackle Zone of an opponent. On a roll of 4 or more, the Treeman may stand up. On a roll of 3 or less, however, the Treeman is not able to get up, and must remain prone. A roll of 1 before modification is always a failure, no matter how many players are trying to help the Treeman. Note that failure to stand up does not cause a Turnover.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-12   Treeman   110,000   2   6   1   10   Mighty Blow, Stand Firm, Thick Skull, Take Root
Re-roll counter: 100,000 gold pieces each

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Undead

In the Old World, the dead do not rest easy. Vampires lurk in haunted castles, Necromancers seek to escape death by searching for forbidden knowledge, and players who died long ago on the Blood Bowl field return to the scenes of their former glory and play Blood Bowl once again.

Special Rules: Every Undead team has a Necromancer as its Head Coach, without whose spells the team couldn't be assembled in the first place! As a result, an Undead team may not hire a Wizard from the Colleges of Magic unless it wins the Dungeonbowl.

The Walking Dead: For obvious reasons, Undead teams may not employ the services of an Apothecary, even for the allies on their teams. Similarly, an Undead ally on another team may not be healed by an Apothecary, and will lose the Regenerate ability if he has it.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Skeleton   30,000   5   3   2   7   Regenerate
0-16   Zombie   30,000   4   3   2   8   Regenerate
0-4   Ghoul   70,000   7   3   3   7   Dodge
0-2   Wight   90,000   6   3   3   8   Block, Regenerate
0-2   Mummy   100,000   3   5   1   9   Mighty Blow, Regenerate
Re-roll counter: 70,000 gold pieces each

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Vampire

While Vampire teams may seem powerful at first glance, most are actually wildly inconsistent. The proximity of fresh blood distracts the players horribly, preventing them from focusing on the ball.

Special Rules: Although Vampires are not Big Guys as such, they still earn Star Player Rolls at half the normal rate, and can use a doubles result on a Star Player Roll to get rid of the Off For A Bite trait.

The Vampire Lord: Vampire Lords are player-coaches, and actually take part in the game rather than simply yell at the players (and referees) from the sidelines. Although the Vampire Lord represents you, he must still be bought for the team when it is created, as shown on the team list. Vampire Lords can never be taken as allies, but Vampires and Thralls can be.

Death of the Master: If the Vampire Lord is killed, the next Vampire in line (i.e., the one with the most SPP's) will elevate to the status of Vampire Lord immediately. The Vampire that takes over the team will lose the Off For A Bite trait if he has it, and the Vampire team coach should change the player's roster entry right away to show that the player is the new Vampire Lord. Note that since you can only have one Vampire Lord on the team, the only time you can ever purchase a Vampire Lord is when the team is first created. If there is no Vampire to take over the team when the Vampire Lord dies, then the team will disband after the match.

The Walking dead: For obvious reasons, Vampire teams wmay not employ the services of an Apothecary, even for the allies or Thralls on their teams. Similarly, a Vampire playing as an ally on another team may not be healed by an Apothecary, although a Thrall ally may be healed in such a fashion.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Thrall   50,000   6   3   3   7   None
0-8   Vampire   110,000   6   4   4   8   Hypnotic Gaze, Regenerate, Off For A Bite
0-1   Vampire Lord   180,000   6   5   4   9   Block, Dodge, Hypnotic Gaze, Regenerate
Re-roll counter: 50,000 gold pieces each

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Wood Elf

For Wood Elves, the long pass is everything, even more than it is for their High Elf cousins, and all of their effort goes into being experts at throwing and receiving. No Wood Elf worth his salt is going to be weighed down by extra armor, or forced to lurk about in an attempt to knock over opposing players. Instead, they rely on their natural athletic abilities to keep them out of trouble. This is normally enough - it takes a very agile or lucky opponent to lay a hand on a Wood Elf!

Special Rules: None.


Qty   Title   Cost   MA   ST   AG   AV   Skills & Traits

0-16   Lineman   70,000   7   3   4   7   None
0-2   Thrower   90,000   7   3   4   7   Pass
0-4   Catcher   90,000   9   2   4   7   Dodge, Catch
0-2   Wardancer   120,000   8   3   4   7   Block, Dodge, Leap
Re-roll counter: 50,000 gold pieces each

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Skills & Traits

Many players have one or more skills or traits. These are special abilities that modify a player's performance. Some skills allow dice re-rolls in certain situations, while others allow a player to carry out special actions, such as moving out of sequence. A full description of each skill and trait appears below. You'll need to refer to this sheet quite often during your first few games - but don't worry, the effects will quickly become very familiar!

Accurate (Passing Skill)
The player may add +1 to the die roll when he passes the ball.

Always Hungry (Big Guy Trait)
The player is always ravenously hungry. What's more, he'll eat almost anything! If a player with this trait ever uses the Throw Team-Mate skill, roll a d6 after he picks up the player to be thrown, but before he throws the little guy. On a roll of 1, he attempts to eat the unfortunate team-mate! Roll a second d6. On a roll of 1, the player successfully scarfs down the other player, with obviously fatal results for the latter. On a roll of 2 or more, however, the other player squirms free and should be placed prone in a randomly selected adjacent square.

Big Hand (Physical Ability)
The player will pick up the ball on a roll of 2 or more if he enters a square where the ball is on the ground. No modifiers apply to this roll.

Block (General Skill)
The Block skill affects the results rolled with the Blocking Dice, as explained in the Blocks section of the Game Rules.

Bonehead (Big Guy Trait)
The player is a bit dense (even for a Blood Bowler), and does not always remember what he's supposed to be doing! After you have declared an action for the player, roll a d6. On a roll of 2 or more, the player may take the action as normal. On a roll of 1, however, he has forgotten what he's all about this turn, and loses both his action and his Tackle Zone. Furthermore, his team loses the action as well, so if a Bonehead player rolls a 1 after declaring a Blitz action, then no other player on that team may take a Blitz action this turn. The player will regain his Tackle Zone when he declares an action and rolls a 2 or more.

Break Tackle (Strength Skill)
Once per turn, the player may use his Strength instead of his Agility when he makes a dodge roll. For example, a player with Strength 4 and Agility 2 would count as having an Agility of 4 when making a dodge roll. The player does not need to declare the use of this skill until after he rolls the dice.

Catch (Agility Skill)
The player may re-roll the dice if he fails to catch the ball. In addition, he may also re-roll the dice if he drops a Hand-off or fails to make an Interception.

Claw (Physical Ability)
The player may add +2 to the armor roll when he knocks down a player as the result of a Block.

Dauntless (General Trait)
The player is capable of psyching himself up so that he can take on even the very strongest opponent! This trait works only when the player attempts to block an opponent who is stronger than he is. When the trait is used, the coach of the Dauntless player rolls 2d6. If the total is greater than the opponent's Strength value, then the Dauntless player's Strength is counted as being equal to the Strength of his opponent for the purposes of the block, before any bonuses for defensive or offensive assists are added. If the 2d6 roll is less than or equal to the opponent's Strength value, then the Dauntless player must use his normal Strength for the block.

Dirty Kick (Kicking Skill)
The player is skilled at kicking his opponent right where it hurts in a swift and devastating attack, and may use this skill instead of making a block. This attack is a great equalizer, so ignore the Strength values of the players involved, or any assists, and roll one blocking die, consulting the table below.
 
Dirty Kick Table
Symbol   Result
[Skull]   Whoops! Place the kicker prone, but do not make an armor roll for him.
[Block]   Hey! The defender sees the attacker coming and fends him off. Leave both players where they stand; the kick has no effect.
[Arrow]   Oh, no you don't! The defender sees the attacker coming and backs away before he can be injured. Treat this as a pushback result on the Blocking Dice, but the defending coach chooses the target square.
[Dodge]   Ouch! The attacker kicks the defender, hard! Place the defender face-up in his square, but do not make an armor roll for him.
[Pow]   OOMPH! The defender knows how it feels to be a eunuch! Place him face-down in his square.

Dirty Player (General Skill)
The player has trained long and hard to learn every dirty trick in the book - and quite a few he's written into it himself! If he fouls an opposing player, then add +2 to either the armor or injury roll.
NOTE: This skill can be used only if the player actually commits the foul himself. It may not be used if he is merely assisting another player who is making a foul.

Diving Catch (Agility Skill)
The player may use this skill if the ball was thrown to him and missed. It allows the player to move one square after the ball has scattered, but before it hits the ground or can be caught by another player. No dodge roll is required to make this move. If the move takes the player into the square containing the ball, then he is allowed to try to catch it.
NOTE: Although a player using this skill ends up on the ground for a moment, he will not be injured and will almost instantly regain his feet, as this is a controlled fall. Therefore, the player is not knocked over when he uses this skill, and he does not have to make an armor roll.

Diving Tackle (Agility Skill)
The player may use this skill during the opposing team's turn if an opposing player attempts to dodge out of a square in his Tackle Zone, but before the opposing player rolls the dice. Place the player prone in the square vacated by the opposing player. The opposing player must subtract -2 from his dodge roll.
NOTE: Although a player using this skill ends up on the ground, he will not be injured, as this is a controlled fall. Therefore, do not make an armor roll for a player when he uses this skill.

Dodge (Agility Skill)
Once per turn, the player may re-roll the dice if he fails to dodge out of a square in an opposing player's Tackle Zone. In addition, the Dodge skill affects the results rolled on the Blocking Dice, as explained in the Blocks section of the Game Rules.

Dump-off (Passing Skill)
The player may make a Quick Pass when an opposing player declares that he will throw a block at him, allowing the player to get rid of the ball before he is it. Work out the pass before the opposing player makes the block, using the normal rules for Throwing The Football, except that neither team's turn ends as a result of the throw, whatever it may be. After the throw is worked out, the opposing player completes the block, and then carries on with his team turn as normal.

Extra Arms (Physical Ability)
The player may add +1 to all rolls to catch the ball.

Extra Leg (Physical Ability)
The player may add +1 to any attempt to get the ball away when he kicks it.

Foul Appearance (Physical Ability)
The player's appearance is so horrible that any opposing player within three squares of him must subtract -1 from the die roll whenever the opponent attempts to pass, catch, or kick the ball. In addition, any opposing player that attempts to block the player with this ability must first roll a d6. On a roll of 2 or more, he may attempt the block as normal. On a roll of 1, however, the player is too revolted to make the block, and his action is wasted (i.e., the opposing coach may not take another action with that player, nor may he take a Blitz action with a different player if the player who failed the die roll was taking a Blitz action, etc.).

Frenzy (General Trait)
The player must follow up his opponent after making a Block, and must make an extra block if he pushes the opponent back without knocking him over. Each additional block made by a frenzied player costs an extra square of movement if used during a Blitz action (the player may Go For It to throw more blocks if he wishes). The blocks are free if the player is taking a block action, but the player may not throw more blocks than his Movement Allowance.

Guard (Strength Skill)
The player may assist a Block even if he is in an opposing player's Tackle Zone.

Hail Mary Pass (Passing Skill)
The player may throw the ball to any square on the playing field, no matter what the range; the range ruler is not used. Roll a d6. On a roll of 1, the player fumbles the throw, and the ball will scatter once from the player's square as normal. On a roll of 2 or more, however, the player may make the pass. No modifiers apply to this die roll.
The Hail Mary Pass travels in a very high arc, so it may not be intercepted. However, it is never accurate: the ball will miss automatically and scatter three squares.

Hook Kick (Kicking Skill)
The player is skilled at 'hooking' the ball when he kicks it. Once the ball is in flight, the player may re-roll for direction after the ball has traveled at least three squares. Re-align the Throw-in Template over the ball, lining up one of the throw-in arrows with the original flight direction.

Horns (Physical Ability)
The player may use his Horns to butt an opponent. This adds +1 to the player's Strength when he makes a block. However, the player may use this ability only as part of a Blitz action, and only if he has moved at least one square before he makes the block.

Hypnotic Gaze (Physical Ability)
The player has a powerful telepathic ability that he can use to stun an opponent into immobility. The player may use his Hypnotic Gaze immediately after declaring his own action, but before another player has declared an action. The player may turn his Hypnotic Gaze on one opposing player who is standing in an adjacent square. Roll a d6. If the score is greater than the target's Agility, then the opposing player is hypnotized and loses his Tackle Zone for the rest of the team turn. If the score is less than or equal to the opponent's Agility, then the Hypnotic Gaze has no effect. A roll of 1 always fails, and a roll of 6 always succeeds.

Jump Up (Agility Skill)
The player may stand up for free at the start of any action; he does not have to pay three squares of his Movement Allowance.
NOTE: This means that the player can take a Block action even when he is prone, because he can stand up for free at the start of his action.

Kick (Kicking Skill)
The player may re-roll the dice if he fumbles or shanks a roll to kick the ball away.
In addition, a player with this skill may use it during a kick-off. In order to use this skill, he must be set up on the field when his team kicks off. The player may not be set up in either Wide Zone, nor may he be set up on the Line of Scrimmage. If the player meets these conditions, then he is allowed to take the kick-off. Because his kick is so accurate, he is allowed to halve the number of squares the ball will scatter on kick-off, rounding down any fractions (i.e., 1 = 0, 2-3 = 1, 4-5 = 2, and 6 = 3).

Leader (General Trait)
The player is a natural leader, and his mere presence inspires the rest of the team while he is on the field. Having such a player on the team allows his coach to take a Leader Re-roll at the start of the match and place it on the Re-roll Track along with his Team Re-roll counters. The counter is replaced at half-time, and is used in exactly the same way as a Team Re-roll counter. However, it may be used only if a player with the Leader trait is on the playing field (whether standing or prone) at the time the counter is used.
IMPORTANT: A team may only ever have one Leader Re-roll counter, even if it has several players with the Leader trait.

Leap (Agility Skill)
Once per turn, the player may attempt to jump over an adjacent square, even if it is occupied by a standing or prone player from either team. Making a Leap costs the player two squares of his normal Movement Allowance.
In order to make the Leap, move the player to any square adjacent to the square over which he is jumping, and then make an Agility Roll for the player. No modifiers apply to this die roll. If the die roll is successful, then the player has made a perfect jump and may carry on moving. If the roll fails, then the player falls over in the square to which he is leaping, and the opposing coach may make an armor roll to see if the player is injured.
NOTE: A player making a Leap may ignore enemy Tackle Zones, and does not have to make a dodge roll to leave his starting square.

Mighty Blow (Strength Skill)
The player may add +1 to either the armor or injury roll when he knocks over an opposing player as the result of a Block.
NOTE: This skill may not be used by a player with a Strength of 2 or less.

Multiple Block (Big Guy Skill)
The player may make a block at two opposing players at the same time. The opposing players must be next to the player making the block, and adjacent to each other team-mate. The players' Strengths are added together when the block is made, and both suffer the effects of the block equally. Both sides may use assists normally.
NOTE: This skill may be used only by a player with a Strength of 5 or more.

Nerves of Steel (General Trait)
The player may ignore the -1 modifier for enemy Tackle Zones when he attempts to pass, catch, or kick the ball. This includes interceptions and kick blocks.

Off For A Bite (Big Guy Trait)
The player has in insatiable thirst for blood, and this lust pulls him away from the game from time to tim. Roll a d6 for a player with this trait each time you want to set him up on the pitch. On a roll of 4 or more, you may set the player up as normal. On a roll of 3 or less, however, the player has popped into the crowd to bite the lily-white neck of an attractive maiden (and who can blame him!) and can't be used this drive.

Pass (Passing Skill)
The player may re-roll the dice if he misses or fumbles a pass.

Pass Block (General Skill)
The player may move up to three squares just before an opposing player taking a Pass action throws the ball. This move is made out of sequence after the range has been measured and a target has been declared, but before any interception attempts have been made. However, the player may make this move only if it allows him to move into a position to attempt an interception, or to put the thrower or catcher in his Tackle Zone. The opposing coach is not allowed to change his mind about passing the ball after the player with this skill has made his move. The special move is free, and in no way affects the player's ability to move in the following turn. Apart from this, however, the move is made using all of the normal rules (e.g., the player does have to dodge in order to leave a square in an opposing player's Tackle Zone, etc.)
NOTE: The player may also use this skill to get into position to attempt a kick block just before an opposing player taking a Kick action kicks the ball. This move is made out of sequence after the opposing player has declared the direction of the Throw-in Template, but before he rolls to get the ball away. The player may use this skill in such a fashion only if he can put the kicker in his Tackle Zone.

Piling On (Strength Skill)
The player may use this skill after he has made a block as part of a Block or Blitz action, but only if the defender was knocked over and the player has followed up his victim (if possible). The player falls on top of his victim, and may add his Strength to the victim's armor roll. For obvious reasons, a player who uses this skill is knocked over as well. Place the player face up in his own square; it is assumed that the player rolls back there after flattening his opponent.
NOTE: Although a player using this skill ends up on the ground, he will not be injured, as this is a controlled fall. Therefore, do not make an armor roll for a player when he uses this skill.

Pooch Kick (Kicking Skill)
The player is skilled at kicking the ball 'just right.' When the player kicks the ball, treat the distance roll as a range. The player may choose to drop the ball into play at any point along the flight path.

Prehensile Tail (Physical Ability)
The player has a long, thick tail that he can use to trip up opposing players. To represent this, an opposing player must subtract -1 from the die roll if he attempts to dodge out of a square in the player's Tackle Zone.

Pro (General Trait)
The player is a hardened veteran, known in the parlance as a 'pro' or 'professional' - because he rarely, if ever, makes a mistake! Once per team turn, a Pro may re-roll any one dice roll he has made. However, he must roll a d6 before attempting the re-roll. On a roll or 4 or more, the player may make the re-roll as normal. On a roll or 3 or less, however, the original result stands, and may not be re-rolled with a skill re-roll or Team Re-roll.

Razor Sharp Fangs (Physical Ability)
The player may add +2 to the injury roll when he knocks over an opposing player as the result of a Block.

Really Stupid (Big Guy Trait)
The player is extremely dense (even for an Ogre!), and often forgets what he's supposed to be doing! After you have declared an action for the player, roll a d6. On a roll of 4 or more, the player may take the action as normal. On a roll of 3 or less, however, he has forgotten what he's all about this turn, and loses both his action and his Tackle Zone. Furthermore, his team loses the action as well, so if a Really Stupid player rolls a 3 after declaring a Blitz action, then no other player on that team may take a Blitz action this turn. The player will regain his Tackle Zone when he declares an action and rolls a 4 or more.
NOTE: If a friendly player who is neither a Bonehead nor Really Stupid is standing in an adjacent square, treat the player as if he is a Bonehead instead (i.e., he fails to take an action only on a roll of 1).

Regeneration (Physical Ability)
The player is very, very tough to kill. Some such players, like Trolls, have flesh that regrows as quickly as it is damaged, while others, like the Undead, are not affected by damage that would kill a normal creature. A player with this ability cannot normally be killed or injured, but he can be broken badly enough that it takes some time for him to pull himself together!
Before a kick-off, roll a d6 for each player with this ability who has suffered a casualty on the previous drive. On a roll of 3 or less, the player suffers the effect of the injury as normal. On a roll of 4 or more, however, the player has regenerated, and should be moved to the Reserves box in the Dugout. He may be used normally from now on.
NOTE: Opposing players earn Star Player Points as normal for inflicting casualties on regenerating players, whether or not the player successfully regenerates his injury.

Right Stuff (Agility Trait)
The player may be thrown by a large monster with the Throw Team-Mate skill.
NOTE: This skill may only be used by a player with a Strength of 2 or less, and only if the player already has the Stunty ability.

Safe Throw (Passing Skill)
The player throws passes that are very difficult to intercept. If a pass made by the player is successfully intercepted, then roll a d6. On a roll of 1, the intereception takes place as normal. On a roll of 2 or more, however, the interception is cancelled out.

Shadowing (General Skill)
The player may use this skill during the opposing team's turn when an opposing player moves out of his Tackle Zone. Each coach rolls a die and adds his own player's Movement Allowance to the score. If the Shadowing player's coach rolls less than the other coach's score, then his player is left standing. If the Shadowing player's coach manages to roll equal to or greater than the other coach's score, however, then he may move his player into the square vacated by the opposing player. He does not have to make any dodge rolls when he makes this move, and it has no effect on his own movement in his own team turn.
NOTE: A player may make any number of Shadowing moves per turn.

Side Step (Agility Skill)
The player is an expert at stepping neatly out of the way of an attacker. To represent this, his coach (rather than the opposing coach) may choose the square to which the player moves when he is pushed back. Furthermore, the coach may choose to move the player to any adjacent square (not just the three shown in the pushback diagrams), and may use this skill even if his player was pushed back and knocked over.
IMPORTANT: Side Step may only be used to step into an unoccupied square. If there are no unoccupied squares adjacent to the player with the skill, then the player may not use the skill.

Spikes (Physical Ability)
The player is covered with a solid layer of thick, chitinous spikes. Add +1 to his Armor Value.
NOTE: A player may not have any stat increased by more than 2 points, and may not have an AV above 10.

Sprint (Agility Skill)
The player may attempt to move up to three extra squares when he Goes For It, rather than the normal two squares.

Stand Firm (Strength Trait)
The player is never pushed back as the result of a block, although he is considered to have been pushed back as far as other skills and cards are concerned (so Strip Ball will work on this player, and an opponent with Frenzy will continue to block him, etc.). Knockdown results always knock the player over in the square in which he was standing.
In addition, the player does not fall over if he fails a dodge roll. Return the player to the square from which he was attempting to dodge. Although the player stays on his feet, he stumbles as he regains his composure, and he may do nothing else that turn. The player loses his action, and the team loses the action as well, so if (for example) the player was taking a Foul action and failed a dodge, no other player on that team may attempt a Foul action that turn.

Strip Ball (General Skill)
The player forces any opposing player that he pushes back to drop the ball in the square to which he is pushed, even if the opposing player is not knocked over.

Strong Arm (Passing Trait)
The player is possessed of a cannon for an arm! Reduce the range by one band when the player passes the ball. For example, a Long Pass is treated as a Short Pass when thrown by a player with this trait.
NOTE: The range may never be reduced below that of a Quick Pass.

Strong Leg (Kicking Trait)
The player has a rocket of a leg! Add +2 to any distance rolls for this player when he kicks the football.

Stunty (Physical Ability)
The player is so small that he is difficult to tackle, as he can duck underneath the outstretched arms of opposing players and run between their legs. To represent this, the player may ignore the negative modifier for opposing Tackle Zones when he makes a dodge roll.
IMPORTANT: This ability does not apply if the player is armed with a Secret Weapon, as the weapon slows the little fellow down and makes him easier to grab. In addition, this skill may be used only by a player with a Strength of 2 or less.

Sure Feet (Agility Skill)
Once per turn, the player may re-roll the dice if he falls over when trying to move an extra square.

Sure Hands (General Skill)
The player may re-roll the dice is he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this skill.

Tackle (General Skill)
The player is very skilled at dragging down opposing players who attempt to evade his grasp. As a result, an opposing player standing in this player's Tackle Zone may not use the Dodge skill if he fails to dodge away from the tackling player. In addition, an opposing player may not use the Dodge skill if blocked by a player with the Tackle skill.

Take Root (Big Guy Trait)
The player tends to hang out in forests and show up late for games. Roll a d6 for the player before the match starts. On a roll of 4 or more, the player shows up on time, and may be used as normal. On a roll of 3 or less, however, the player is slumbering in a wood somewhere and misses the first half of the match!

Tentacles (Physical Ability)
The player may use this ability during the opposing team's turn when an opposing player attempts to dodge out of a square in the player's Tackle Zone. Each coach rolls a d6 and adds his own player's Strength to the score. If the tentacled player's coach rolls less than the other coach's score, then he has failed to grab the opposing player, who may make a dodge roll to leave the square as normal. If the tentacled player's coach manages to roll equal to or greater than the other coach's score, however, then he has grabbed onto the opposing player, who may not move any additional squares.

Thick Skull (Physical Ability)
The player is as thick as a rock - and twice as hard to remove from the field, to boot! To represent this, roll a d6 if the player is KO'd. On a roll of 3 or less, the player is placed in the KO box in the Dugout as normal. On a roll of 4 or more, however, the player shakes off the effects of the injury, and is placed Stunned on the field instead.

Throw Team-mate (Big Guy Skill)
The player may throw team-mates who have the Right Stuff trait.
NOTE: This skill may be used only by players with a Strength of 5 or mre.

Titchy (Physical Ability)
The player is incredibly tiny, even smaller than a Halfling or Goblin. To represent this, he may ignore the negative modifier for Tackle Zones when he dodges, just like a Stunty player. In addition, the player gets an additional +1 bonus to his dodge roll due to his lack of stature and the difficulty with which other players try to tackle him. However, because these players are so small, they find it very difficult to actually tackle someone else! To represent this, a non-Titchy player may ignore the -1 modifier for dodging into a Titchy player's Tackle Zone when he makes a dodge roll.
NOTE: This ability may only be used by a player with a ST of 1.

Two Heads (Physical Ability)
The player may add +1 to all dodge rolls he makes.

Very Long Legs (Physical Ability)
The player may add +1 to his Movement Allowance. In addition, the player may add +1 to the die roll whenever he attempts to intercept or kick block the ball.

Wild Animal (Big Guy Trait)
The player tends to get a bit 'carried away' during the match, and rather lets his natural enthusiasm get the better of him. Wild Animals must take their actions before any other players on the team may do so. If the coach moves another player first, then his opponent may make an Illegal Procedure call, just as if the coach had forgotten to move the Turn Counter.
Wild Animals may never receive assists when they block or foul, as they are simply unabled to be helped by team-mates due to their out-of-control nature. In addition, a player with this trait is usually itching to hit a player, and often finds it difficult to back away from an easy target. If a Wild animal starts his action standing next to a standing opponent, then he must take a Block or Blitz action against that opponent!

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Allies

Each Blood Bowl team has a list of allied races, as shown in the table below.

Allied Teams Table
Team   May Ally With
AMAZON   Imperial, Norse
BRETONNIAN   Imperial
CHAOS   Chaos Dwarf, Dark Elf, Goblin, Minotaur, Norse, Ogre, Orc, Skaven, Vampire
CHAOS DWARF   Chaos, Goblin, Minotaur, Orc
DAEMONS   None
DARK ELF   Chaos, Minotaur
DWARF   Imperial, Norse, Ogre
GOBLIN   Ogre, Orc, Skaven
HALFLING   Amazon, Imperial, Ogre, Treeman, Wood Elf
HIGH ELF   Amazon, Imperial, Wood Elf
IMPERIAL   Amazon, Bretonnian, Dwarf, Halfling, High Elf, Norse, Ogre, Wood Elf
KHEMRI   Skaven
LIZARDMAN   High Elf, Imperial, Ogre
MINOTAUR   None
NORSE   Chaos, Dwarf, Imperial, Ogre, Orc
OGRE   None
ORC   Chaos, Chaos Dwarf, Goblin, Norse, Ogre
SKAVEN   Goblin, Khemri
SNOTLING   None
TREEMAN   None
UNDEAD   Dark Elf, Vampire
VAMPIRE   Chaos, Dark Elf, Undead
WOOD ELF   Amazon, Halfling, High Elf, Imperial, Treeman
ANY OTHER   None

A team can draw allied players from any allied race. Allied players can be selected from the appropriate team list. A team may also hire a Star Player of the appropriate race, although they may do so only for one game, as detailed above.

The maximum number of allied players allowed for a team is one ally from each allowed race. However, only one of these players may be a 'position player,' while the rest must be linemen. For purposes of this rule, a 'lineman' is defined as the player position with the highest quantity allowance. For example, Skeletons and Zombies are both considered Undead 'linemen,' while Ogres are the linemen of any Ogre team.

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Team Re-rolls

While mixed race teams do take part in Blood Bowl matches, there is no denying that they are simply not as efficient and well-trained as other teams. To represent this, allies may not use Team Re-rolls to re-roll any die rolls they make. They may use any other type of re-roll, however, including skill re-rolls, Leader re-rolls, trophy re-rolls, and re-rolls gained from Special Play Cards.

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Secret Weapons

Some players are armed with special pieces of equipment called Secret Weapons. Although the Blood Bowl rules specifically ban the use of any weapons, the game has a long history of teams that have tried to get weapons of some sort onto the field. Dwarf and Goblin teams, in particular, have a well-earned reputation for using Secret Weapons and other fiendish inventions to give their teams a slight advantage. Nevertheless, the use of Secret Weapons is simply not legal, and referees have a nasty habit of ejecting players that use them. More often than not, however, referees turn a blind eye to the use of such instruments. After all, they are very popular with the fans, and more than one referee has been torn limb from limb by angry supporters after banning a player and his popular weapon from a game!

The following rules allow players from just about every race to purchase Secret Weapons. First, consult the table below to determine which Secret Weapons you may hire for your team.

Secret Weapons Table
Weapon   Cost   Used by   Penalty
Roll

Ball & Chain   20,000   Goblin   8+
Blunderbuss   30,000   Chaos Dwarf, Dwarf, Imperial, Skaven (Jezzail)   10+
Chainsaw   60,000   Amazon, Chaos, Chaos Dwarf, Dark Elf, Dwarf, Goblin, Imperial, Norse, Orc, Skaven, Undead   8+
Death-roller   Special   Dwarf   7+
Explosive Bomb   40,000   Chaos Dwarf, Dwarf, Goblin   8+
Pogo Stick   20,000   Goblin   10+
Poison Dagger   10,000   Amazon, Chaos, Dark Elf, Imperial, Lizardman, Skaven   10+
Stink Bomb   20,000   Goblin, Snotling   10+

You can purchase Secret Weapons for the ordinary players on your team when it is created, or when a new player is added to your team. However, you may not buy a weapon and give it to a player already on your team - the player must come with the weapon when it is bought, or not at all. You may also give a Secret Weapon to an ally on your team, but only if the ally's race also uses the weapon in question. For example, an Imperial team may buy a Chainsaw for a newly purchased Dwarf Longbeard, but the same team may not buy a Chainsaw for a Wood Elf ally, as Wood Elves will not use Chainsaws - or any other Secret Weapons, for that matter!

Each team can have only one such player on the team roster at any one time. The lone exception to this rule is the Goblin squad, as Goblins are so extremely dirty and desperate that they can have up to four players with Secret Weapons. If you ever have more than your normal allotment of players with Secret Weapons, then you must sack players until you are at the legal limit.

NOTE: You can't simply get rid of a player's Secret Weapon if you find yourself over the legal limit - you must get rid of the player and his toy! Once a player owns a Secret Weapon, he becomes so attached to it that he wouldn't give it up for all the gold pieces in the Old World.

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Penalty Rolls

A player using a Secret Weapon will not be sent off by the referee while the match is in progress (unless he decides to foul a player that has been knocked down, in which case the normal rules for fouling prone players apply). Instead, the player remains in play until the next kick-off. At the end of the drive, the opposing coach may make a Penalty Roll to see if the referee kicks the player out of the game.

In order to make a Penalty Roll, the opposing coach should roll 2d6. If the score equals or beats the weapon's Penalty Roll, then the referee sends the player off for the rest of the match. Place the player in the Dead and Injured Players box in the Dugout to show that he is not allowed to appear again for the rest of the game.

If the dice roll is less than the weapon's Penalty Roll, then the referee does not take any action this time and the player may carry on playing the match. If the player is used again later, then the opposing coach will be allowed another roll at the end of that drive.

IMPORTANT: You must make a Penalty Roll for a Secret Weapon if the player carrying it has been on the field - even if he doesn't actually use the weapon! In addition, a player armed with a Secret Weapon must take it with him at all times; you can't say that he has decided to leave the weapon in the Dugout in order to avoid the Penalty Roll.

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Star Player Points

Players armed with Secret Weapons tend to be a little 'involved' with their toys. They play Blood Bowl largely as an excuse to cause mayhem, and probably couldn't care less about the finer aspects of the game. As a result, a player armed with a Secret Weapon should be considered Peaked, and may never earn any Star Player Points. Do not make any Aging rolls for such a player, however, as the enthusiasm generated by his toy keeps him perpetually young at heart!

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Ball & Chain

Goblin Fanatics carry a huge ball and chain, a weapon so large that it would be impossible for them to pick up under normal circumstances. The Fanatic's strength is boosted, however, by a strange and extremely potent form of fungus beer. The buzz created by this brew enables the Fanatic to swing the heavy ball round and round. The Goblin is carried onto the field by the rest of the team, and held firmly in place until the referee blows the kick-off whistle. Free at last, the deranged Goblin starts to whirl around crazily, swinging the ball and chain in a dizzy circle of death. Anything that gets in the way is smashed to the ground. Despite the eager shouting of his team-mates, the Fanatic has little idea of what he is doing, and will happily plow through players from his own side if they get in the way!

Only Goblins may use the deadly ball and chain - Trolls are simply too dumb to imagine swinging it, and usually end up eating the thing instead! A Goblin armed with a ball and chain will always have the characteristics below.

Title   MA   ST   AG   AV   Skills & Traits
Fanatic   4   2   3   7   None

Goblin Fanatics do not have Tackle Zones, and may take only Move actions. All Fanatics must take action before any other players on the team may do so. If the coach moves another player first, then his opponent may make an Illegal Procedure call, just as if the player had forgotten to move the Turn Counter.

Goblin Fanatics are never allowed to pick up or catch the ball, and they cannot assist other players in a block. The Fanatic can move up to four squares per turn, but unfortunately the coach has very little control over which four squares he will cover! To see where the Fanatic moves, place the Throw-in Template over his head facing up or down the pitch, or toward either sideline. This gives you some control over the Fanatic's direction, but not a lot! Roll a d6 and move the Fanatic into the square indicated by the die. Repeat this procedure for all four squares of the player's move. You may change the facing of the Throw-in Template after each square of movement. As no opposing player would be dumb enough to attempt tackling a Fanatic, he never has to make a dodge roll to leave a square.

Now for the fun bit! If the die roll indicates that the Fanatic will enter a square occupied by a player from either team, then he must throw a Block agagainst that player. The Fanatic is treated as if he has a Strength of 6 for the Block, but no player may assist either side due to the swirling ball and chain. If the victim is forced back, then the Fanatic must occupy the vacated square (unless the opponent had the Stand Firm skill, in which case the Fanatic's move ends). If a Fanatic is knocked over when he throws a Block, then the chain wraps itself around his neck, automatically injuring him! Roll for injury as normal, but treat Stunned results as KO's instead.

If the Fanatic has any squares of Movement Allowance left, then he may keep moving after he has made a block, and may throw more blocks. In fact, the Fanatic must block the occupant of any further occupied squares into which he moves! If a Fanatic moves into a square that contains a prone player, then simply 'force back' the prone player as he desperately rolls away from the Fanatic.

After you have finished the Fanatic's move, you must check if he has become exhausted. Roll a d6. On a roll of 2 or more, the Fanatic may remain in play. On a roll of 1, however, the Fanatic collapses in a heap! Place the player in the Dead and Injured Players box and roll a d6 again to see what has happened to him, according to the table below.

Fanatic Table
d6   Result
1-3   Cardiac arrest! The Fanatic dies from over-exertion.
4-6   Knackered! The Fanatic is worn out, but will recover in time for the next match.

A Fanatic who collapses causes a Turnover, and his team's turn ends immediately.

The only player that can attempt to block a Fanatic is another Fanatic. If this happens, then both players are knocked over automatically; there is no need to roll the dice.

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Blunderbuss

In battle, the Chaos Dwarfs field entire regiments of troops armed with the dread Chaos Dwarf Blunderbuss. This weapon uses a gunpowder charge to fire iron spikes at the enemy, although it can also fire hot coals, lead shot, pieces of scrap metal, and even stones, if need be. Chaos Dwarfs hadn't been playing Blood Bowl very long before one enterprising player, depressed by his team's appalling inability to pass the football, came up with the idea of using a Blunderbuss to fire the football down the field.

The idea proved remarkably successful. The football could be squeezed into the business end of the Blunderbuss, forming an airtight seal. The Blunderbuss could be fired at an appropriate moment, hurling the football down the field. The player pointed the weapon in the air and pulled the trigger, firing the ball in a high arc which could not be intercepted. With any luck, the ball would plummet down in the general vicinity of a team-mate, although as often as not the ball landed well wide of the mark. Either way, the Chaos Dwarfs were happy, because at least the ball was deep in the opposing half of the field! It was not long before other races picked up on this trend, and the Blunderbuss found widespread usage in its many incarnations.

If a player is holding the ball and armed with a Blunderbuss, then he may use it to fire the ball down the field. The player needs time to stuff the ball into the muzzle of his weapon, so he is not allowed to do anything else when he fires the ball.

The normal rules for passing the ball are not used when it is fired from a Blunderbuss. Instead, nominate a square anywhere on the field, and then roll a d6 to see where the ball comes down. On a roll of 1-3, it scatters in exactly the same way as a kick-off (i.e., it scatters the number of squares equal to the roll of a d6 in a random direction). On a roll of 4-6, the ball is right on target, and may be caught by a player in the target square in the same way as an accurate pass.

After the Blunderbuss has been used, it may not be fired again until the next kick-off. This allows the weapon's user time to reload it with a fresh charge of gunpowder!

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Chainsaw

No one remembers when Chainsaws first appeared on the Blood Bowl field. Some say that Man-Mangler McStone, the Dwarf engineer famous for his blood-chilling (and blood-spilling) inventions, was the weapon's originator. Others insist that he was simply the first victim of the weapon, brought on by an opposing team to stop the mad engineer before he did too much damage. However, the most likely explanation is that McStone was both the weapon's creator and its first victim, coming to a sad end when he tripped up and sat on his own invention (very messy). Whatever the truth of the matter, it's clear that the ever-popular Chainsaw is here to stay!

A player can't enter the field with a running Chainsaw, as it's very difficult to sneak past the ref. As a result, he must take it onto the field in a dormant mode, and get the thing started before he can use it. Turning on the Chainsaw counts as an action, and the player may do nothing else that turn. To see if the player gets the Chainsaw running, make an Agility roll for him. No modifiers apply to this die roll. If the roll succeeds, then the player has managed to start the Chainsaw, and may attack with it in any succeeding turn. If the player fails to start the device, then he is not allowed to attack with it, although he can try to start it up again in a future turn.

NOTE: Failing to start a Chainsaw does not count as a Turnover, and does not end the moving team's turn. The player must restart the Chainsaw if it is used again after another kick-off.

A player armed with a running Chainsaw may never catch or carry the ball, and must drop the ball if he has it. He can move normally, however, and attack with the Chainsaw instead of making a Block. When the Chainsaw is used to make an attack, do not roll the Blocking Dice. Instead, simply make an armor roll for the victim, adding +3 to the score. If the roll beats the victim's Armor Value, then he has been injured, and the attacking coach may roll on the Injury Table to see what happened to him. If the roll fails to beat the victim's AV, then the attack has no effect.

A running Chainsaw is a dangerous item to carry, so if a player holding one falls over for any reason, the opposing coach is allowed to add +3 to the armor roll to see if the player is injured.

A player armed with a running Chainsaw may also initiate or take part in a foul on a prone player, and adds +3 to the dice roll instead of the normal +1.

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Death-roller

One of the most spectacular Secret Weapons fielded by any team, if not the most efficient, is the Dwarf Death-roller. It was first used by the Dwarf Warhammerers back in '64 and has been a regular part of many Dwarf teams' arsenals ever since. The Death-roller's popularity is no doubt due to the fact that it is so easy to convert the rollers found at the more sophisticated grass stadiums into a raging machine of death! Referees have done their best to keep Death-rollers off the playing field, and quite a few have ended up as flat as a pancake as a result. Because of this, most referees wait until the end of the drive before they try to throw the thing out of the game - getting in the way of the machine as it first roars onto the field is just too dangerous!

On the whole, a Death-roller is treated just like a normal player, albeit a very strong one. Each Death-roller is manned by one Dwarf Longbeard, and costs 160,000 gold pieces to hire. A Death-roller invariably has the characteristics below.

Title   MA   ST   AG   AV   Skills & Traits
Death-roller   4   7   1   10   Mighty Blow, Multiple Block, Stand Firm

To reflect the machine's unique properites, a number of special rules apply. The Death-roller is far too solid and sturdy to be tackled, so it can ignore enemy Tackle Zones when it moves, and never has to dodge in order to leave a square. Death-rollers may attempt to move extra squares, but if they fall over, it is assumed that the boiler has blown up, with the effects described below.

A Death-roller is deadliest when it is used against prone players who cannot move out of the way. To represent this, a Death-roller used to foul a player lying on the field receives a +6 bonus rather than the usual +1 for making a foul. This bonus applies only to the armor roll, and only if the Death-roller itself is making the foul.

While the Death-roller itself is an awesome weapon, its mechanical nature mandates that it run in perfect shape all the time. Death-rollers that are knocked over for any reason are wrecked for the rest of the game. Remove the model from the field and place it in the Dead and Injured Players box in the Dugout to show that it canot be used again during the match, although it will be repaired in time for the next game.

NOTE: A Death-roller knocked out for the match may not be healed by an Apothecary.

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Explosive Bomb

A favorite weapon of the more psychopathic Blood Bowl players is that old standy: a bomb! Players who use this type of Secret Weapon are known as Bombardiers. They usually carry a large sack of bombs, which they sneak onto the field when the referee isn't looking. The bombs used by Blood Bowl players are rather primitive contraptions, made from a round metal case filled with gunpowder, with a fuse poking out of the top.

When a Bombardier decides to throw a bomb, he lights the fuse, waits a second or two to make sure it is fizzing along nicely, and then lobs it towards an opposing player...or, at least, that's the plan. More often than not, something goes dreadfully wrong. Either the fuse is too short and the bomb goes off in the Bombardier's hands, or the bomb is caught by an opposing player and lobbed back, or the Bombardier's throw goes wild and the bomb lands next to a player from his own team! As you can see, Bombardiers are almost as dangerous to their own teams as they are to their opponents.

A coach may choose to have a Bombardier throw a bomb instead of taking any other action. The Bombardier is not allowed to move when he throws a bomb, because he needs to stand still in order to light the fuse. Roll a d6 to see if he gets the fuse alight without mishap. On a roll of 1, the bomb explodes prematurely in the Bombardier's square, with the results described below. On a roll of 2 or more, he gets the fuse alight and may throw the bomb.

The bomb is thrown using the rules for throwing the football. Players may intercept or catch the bomb as normal, in which case the player catching it must throw it again immediately. This is a special bonus action that takes place out of the normal sequence of play.

For the second throw (and any subsequent ones) the throwing player must roll a d6 to see if the bomb goes off in his square before he can throw it away. For any throws after the first, the bomb goes off in the thrower's square on a roll of 3 or less.

If the bomb lands in a square with a player who decides not to catch it, or if it lands in an empty square, then it will bounce and scatter one square in the same way as a dropped or missed pass. After it has bounced one square, the bomb will explode - even if it ends up in a square occupied by a player!

When the bomb finally does explode (i.e., when a die roll has failed, or when the bomb has hit the ground and bounced), it knocks over any player in the same square, and knocks over players in adjacent squares on a d6 roll of 4 or more. Make armor and injury rolls as normal for any players knocked over by the blast.

NOTE: If a player holding a lit bomb falls over for any reason, then the bomb will scatter one square and explode as described above.

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Pogo Stick

Goblins have a well-deserved reputation for their inventive cruelty and legendary ability to come up with diabolical (and often self-destructive) sneak plays. In fact, Goblins are the only Blood Bowl players insane enough to take to the field on a Pogo Stick, the fiendish creation of former Lowdown Rats coach Pogo Doomspider. (Alas, Pogo was killed trying to improve his device with the addition of rocket propulsion!)

Any Goblin equipped with a Pogo Stick is allowed to attempt to move up to four extra squares when he Goes For It, rather then the normal two. In addition, the Goblin may use the Pogo Stick to leap over occupied squares, just as if he had the Leap skill. As always, a failed Leap counts as a Turnover, and the moving team's turn ends immediately.

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Poison Dagger

It is a rare Blood Bowl player indeed that can resists the temptation to sneak a weapon onto the field in order to help out against those really tough opponents. More often than not, the weapon of choice is a dagger, which is both easy to use and easy to hide from the referee. Some particularly evil players will even take to covering the dagger with a fast-acting poison that is very capable of spoiling the victim's day!

A player armed with a Poisoned Dagger may use it to attack another player instead of throwing a Block at the opponent. Make an armor roll for the victim. If the score is less than or equal to the victim's AV, then the attack has no effect. If the score beat's the victim's AV, then the player has been stabbed by the Poisoned Dagger. Roll for injury, treating a Stunned result as a KO due to the effect of the poison. Once the Poison Dagger has been successfully used to stab someone (i.e., it has penetrated armor), the poison is wiped off, and the dagger causes injuries as normal until the next kick-off, when the poison can be re-applied.

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Stink Bomb

The Stink Bomb is a particular favorite of Goblin and Snotling teams, who love watching members of the bigger races scrunching their faces in revulsion! It is treated exactly like an Explosive Bomb with one exception. When the bomb finally does explode (i.e., when a die roll has failed, or when the bomb has hit the ground and bounced), it knocks over any player in the same square, and knocks over players in all adjacent squares automatically (there is no need to roll any dice). Place the players face-up on the field, but do not make armor rolls for them. Players falling over in this way do not cause a Turnover unless a player from the moving team was holding the ball and was knocked over, in which case he drops it.

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Cheers! If you have any questions or comments, please feel free to e-mail me at chz@buffalo.edu. And above all - ENJOY!