(v2.06 22 October 2000)
This is based on the Oberwald Supplement by Dean Maki. This version edited by Brian Horton with assistance from Gary Moriarty and Steve Lalancette
Comments and suggestions can be sent to Brian Horton at firstname.lastname@example.org
This supplement to Oberwald v2 includes
New Players and New Wizards
Other Totally Unofficial Stuff
Sections altered during updating 2.03 to 2.04
3.5.1 Pro skill for Big Guys. Consistency in rolling negative skill failure
6.3 Lizardmen Saurus not allowed strength skills except on doubles.
6.4 Editorial note regarding the Ride skill for Forest Folk.
Sections altered during updating 2.04 to 2.06 (there was no edition 2.05)
6.11 Bretonnian Team from Compendium 3 added (but not recommended)
6.19 Sickenly Good team added.
It is expected that this is the last ‘official’ Oberwald Supplement for Blood Bowl Edition 3. The next Oberwald will be for Blood Bowl edition 4.
TABLE OF CONTENTS
3.0 BIG GUYS
3.2 Big Guys on Team Lists
3.3 Big Guy Teams
3.4 Big Guy Progression
3.5 Negative skills
3.6 Teams of All Big Guys
4.0 NEW PLAYERS AND NEW WIZARDS
4.1 New Players5.0 SECRET WEAPONS
4.2 Racial Wizards
5.1 Merrigan’s Weapons rules6.0 NEW RACES
5.2 Moriarty’s Weapons Rules
6.4 Forest Folk
6.7 Chaos Beastmen and Chaos Warrior
6.9 Araby Team
6.10 Border Princes team
6.11 Brettonian Teams
6.14 Norse (The Original Norse)
6.15 Norse (Old Norse)
6.17 Savage Orc
6.18 Shallya Team
6.19 Sickeningly Good Team
6.20 Slaanesh Elves
7.0 TOTALLY UNOFFICIAL RULES
7.1 Apothecary upgrading
7.2 Hobgoblin Stupidity
7.3 Random Mutations
7.4 Raise the Undead
7.5 TR150 Teams
7.6 A Modest Proposal
This document includes information on allies and big guys, secret weapons, plus some additional races not included in Blood Bowl or Deathzone. Some of this has been published in Blood Bowl Compendium 1 and Compendium 2, and is compiled here because there are some differences between the two versions and some races published in these compendiums are accepted as official, while others are not in general use.
This supplement should be read in conjunction with the rule books and OBERWALD version 2 (currently v2.04). Standard rules are covered in that document and rules are only mentioned here where they are affected by the introduction of new rules, such as the Big Guy negative skills.
Many leagues have used different interpretations for some rules or have introduced variants to the rules. Where the existing rules are relatively clear, or rulings have been obtained from an official source, or the majority of leagues agree, it is shown as the "official" ruling.
Common variants may be listed after the official version as -
Var (b) ………, etc.
Alt (b) ………., etc.
Leagues that use this document as a basis for their rules should first decide which of the possible alternatives they prefer and which variants (if any) they will use.
Note that almost all rules can be varied [JJ] but it is easier for all players if everyone is aware that they are using a variant that may not be recognised by other leagues.
The original OBERWALD supplements included a list of official and unofficial Star Players. This supplement does not included star players on the grounds that the use of Big Guys and allowing secret weapons for non-star players makes star players unnecessary and undesirable.
Source: Rules in Compendium 1, modified in Compendium 2
Teams may take allies from the following list:
|Chaos||Chaos Dwarf, Dark Elf, Goblin, Orc, Skaven, Minotaur, Ogre, Vampire|
|Chaos Dwarf||Chaos, Goblin, Orc, Minotaur|
|Dark Elf||Chaos, Minotaur, Vampire|
|Goblin||Chaos, Orc, Skaven, Ogre|
|Halfling||Human, Treemen, Wood Elf, Ogre|
|High Elf||Human, Lizardmen, Wood Elf|
|Human||Dwarf, Halfling, High Elf, Lizardmen, Wood Elf, Ogre|
|Lizardmen||High Elf, Human|
|Norse||Dwarf, Halfling, High Elf, Wood Elf, Ogre|
|Orc||Chaos, Chaos Dwarf, Goblin, Ogre|
|Skaven||Chaos, Goblin, Ogre|
|Undead||Chaos, Dark Elf, Minotaur, Vampire|
|Wood Elf||Halfling, High Elf, Human, Treemen|
The only allies that can be taken are Linemen, Big Guys and players with weapons.
Var (b) As for Var (a) but the non Big Guy allies cost 150% of the normal cost.
Var (c) Only Big Guys may be taken as allies. In this case rules about fans and rerolls may be ignored.
A starting team must prove themselves by playing their first game before hiring allies
Alt (a) Star players may not be used with the ally rules, except that if the special weapons rules described below are not used, then Star players with secret weapons may be taken as allies.
Alt (b) If regular players are allowed to take secret weapons, as described below, then star players with or without weapons are not allowed, but allies with weapons are permitted.
3.0 BIG GUYS
Source: Rules in Compendium 1, modified in Compendium 2
Big Guys are higher strength players that are slow learners and usually have a negative skill. Some have been added to team lists and others may be taken as allies. Teams may not include more than 2 Big Guys, except for Snotling and teams of all Big Guys (see below).
3.2 Big Guys on Team Lists
Add the following players to team lists
|Chaos Dwarf||Bull Centaur||0-2||130k||6||4||2||9||Sprint, Sure Feet, Thick Skull|
|Skaven||Rat Ogre||0-2||130k||6||5||3||8||Mighty Blow, Prehensile Tail, Wild Animal|
|Goblin||Troll||0-2||100k||4||5||1||9||Regenerate, Might Blow, Really Stupid, Always Hungry|
|Vampire||Vampire||0-12||110k||6||4||4||8||Hypnotic Gaze, Regenerate, Off for a Bite|
|Norse||Snow Troll||0-2||120k||4||5||1||8||Block, Mighty Blow, Regenerate, Always Hungry, Cold-blooded|
The Snow Troll is taken from early Norse teams and is not as widely accepted as the other Big Guys. It has been given Block, but lower armour for consistency with the Norse. It may not be taken as an ally. Cold-blooded is the same as Bonehead, except that the player will not play in sweltering heat.
3.3 Big Guy Teams
The following players are considered to have their own teams.
|Minotaur||1-12||110k||5||5||2||8||Horns, Mighty Blow, Thick Skull, Wild Animal, Always Hungry|
|Ogre||1-12||120k||5||5||2||9||Mighty Blow, Thick Skull, Bone-Head|
|Treeman||1-12||110k||2||6||1||10||Mighty Blow, Stand Firm, Thick Skull, Take Root|
Each Big Guy team has only one type of player and may not take allies.
3.4 Big Guy Progression
Big Guys are slow learners and must earn double SPPs to gain a Star Player roll. Therefore they gain skills a 11, 21, 51 points etc (i.e. after they exceed 5 x 2, 10 x 2, 25 x 2 etc.)
Var (b) The Modest Proposal (among other changes) removes the negative skill and one other skill (Mighty Blow if they have it) and then treats Big Guys exactly the same as all other players. (www.eng.buffalo.edu/~chz/bloodbowl/main.html)
Var (b) Some leagues do not allow Big Guys to remove their negative skill.
Var (c) Some leagues allow Big Guys to remove their negative skill as their second or third upgrade without requiring a double.
Always Hungry: If the player uses Throw Team-Mate, roll a D6 after he picks the player up. On a 2+ he throws the player as normal. On a 1 he attempts to eat the player. Roll a D6 again, on a 1 he eats the player (list the player as dead on the team sheet), and since he has been swallowed, apothecaries, healing scrolls, regenerate etc will have no effect. On 2+ the player squirms free and falls face down in a randomly selected adjacent square (use the throw-in template). If the selected square is occupied the occupant is pushed back and knocked over. If the player being thrown had the ball and is not still standing after all this then a turnover occurs.
Bone-Head: Roll a D6 immediately before taking an action with the player. On a 1 they cannot remember what they should be doing so they take no action and lose their tackle zone until they next pass their Bone-Head roll. Failing a Bone-Head roll causes a turnover.
Really Stupid: This is the same as Bone-Head except that the player fails on 1-3, unless there is a team-mate who is neither Bone-Head nor Really Stupid next to the player to tell them what to do, in which case they are just Bone-Headed.
Take Root: Roll a D6 before the match begins. On 1-3 the player is slumbering in the woods and misses the entire match. Although this is generally agreed to be too harsh, it should be noted that the negative skills make all Big Guys only about 50% effective. When the Treeman turns up he does play normally.
Var (b) For Halfling teams treemen may be allowed to roll again to see if the Treeman arrived by half time.
When the Wild Animal takes its action, roll a D6. On a 1 the Wild Animal goes berserk. The berserk player drops the ball if he had it and frenzies against the nearest player of either side (or fouls if the nearest player is on the ground). If one or more opponents is the closest or equal closest player, the coach of the Wild Animal chooses an opponent. If several team-mates are the closest then choose a team-mate randomly. The Frenzying Wild Animal must use go-for-its up to the limit if necessary to knock the other player over. A Both Down result ends a Frenzy as usual. This move counts as a Blitz action unless it starts as a Block against an adjacent player. It must be used even if another player has already Blitzed. Compendium 1 implied that it is always a Blitz, even if the opposing player was adjacent. However, since the move may in fact be a Foul action it is clear that the move is not necessarily a Blitz action. Therefore it only counts as the team’s Blitz if the Berserk Wild Animal had to move before Blocking the player.
The rule states that "if you take an action with a Wild Animal after having moved a player that is not a Wild Animal, then your opponent can call you for illegal procedure". This makes it clear that it is not an illegal procedure when you move a non-Wild Animal even if your Wild Animal has not moved. So it is not essential to move your Wild Animal every turn.
Off for a Bite: Roll a D6 for each player before setting them up at each kickoff. On a 1-3 they cannot be used in this drive because they have popped into the crowd for a bite. On a 4-6 they play as usual for that drive.
3.5.1 Pro skill used for Big Guys negative skill roll
Alt (b) Since the Bonehead or Wild Animal ‘skill’ is an integral part of the players skills, Pro could be used at any time the player uses the skill. In this case Vampires and Treemen should also be able to use Pro to reroll Off-for-a-bite or Take Root, using the same reasoning that may be used to permit Kick players with Pro to reroll the kick scatter rolls (see Oberwald section 5.22).
3.6 Teams of All Big Guys
The Big Guy rules were written to allow the Big Guys that are not part of some other team list to appear on a team roster. The purpose of this was to allow them to be used by other teams by taking them as allies without having to place them on an existing team where they would be out of place. Therefore it was never intended that Big Guy teams should really be used. If playing as a Big Guy team a maximum of 12 players are permitted on the team and the Big Guy team may not take any allies. However, it is not possible to start a team with 11 players unless the cash allowance for starting teams is increased to about 1,500,000. Leagues that permit teams of Big Guys either allow Big Guys to start with 6 players or allow all teams to start with more funds.
Big Guy teams are badly unbalanced since they lack any players with ball-handling skills, so they tend to play only as bashing teams unless they are able to gain some skills. Leagues should not permit Big Guy teams to play without careful consideration of the effect on other teams.
4.0 NEW PLAYERS AND NEW WIZARDS
4.1 New Players
Source: Compendium 1
The following new players appeared in Compendium 1 but were not suggested
by Jervis Johnson and so are not accepted by all leagues. They are somewhat
overpriced compared with other players but can add more variety to their
|Orc||Savage Orc||0-2||90k||6||3||3||8||Frenzy, Tattoos||General, Agility|
|Goblin||Night Goblin||0-4||50k||6||2||3||7||Dodge, Stunty, Right Stuff, Hatred of Dwarfs||Agility|
|Goblin||Forest Goblin||0-6||50k||6||2||3||7||Dodge, Stunty, Right Stuff, Tattoos||Agility|
|High Elf||Maiden Warrior||0-2||110k||9||2||4||7||Dodge, Leap, Sidestep||General, Agility|
|Chaos Dwarf||Sneaky Git||0-2||70k||6||3||3||7||Shadowing, Sidestep||General|
|Skaven||Plague Monk||0-2||90k||6||3||3||7||Foul Appearance, Frenzy||General|
|Dark Elf||Assassin||0-2||100k||6||3||4||8||Shadowing, Dodge||General, Agility|
|Dwarf||Thunderer||0-2||80k||5||3||3||8||Pass, Thick Skull||General, Passing|
|Halfling||Tallfellow||0-6||50k||6||2||3||6||Dodge, Right Stuff, Stunty||General, Agility|
Tallfellow Halflings (also known as Super-Halflings) were not in Compendium 1, are not widely accepted and should only be allowed if special concessions are necessary to encourage coaches to use the Halfling teams. Their origin is uncertain.
Tattoos: The player believes his tattoos will protect him, so his armour value is fixed and cannot be modified by anything, including Mighty Blow, Dirty Player, Chainsaws etc. However, skills such as Mighty Blow will affect the injury roll if armour is penetrated. This skill may not be used by a player with an AV of 9 or more. The skill has not been given a category and may not be used by players that do not have it as a starting skill.
Hatred: The player hates the particular race and will attack them with great ferocity. When blocking a player of that race the player counts as having the following skills - Dauntless, Frenzy, Piling On. You must still roll for Dauntless as usual. The skill has no effect when a player is being blocked by the Hated race, nor does it have any effect on assists.
4.2 Racial Wizards
Source: Compendium 1 and the Deathzone handbook.
All Wizards cost 150,000 gps except the Goblin Shaman (only 75,000 gps). The Wizards were described in more detail in Compendium 1. They were not developed by Jervis Johnson and so are not official. Many leagues allow a choice of the standard wizard or the racial wizard for their team.
Chaos Dwarf Once only, at any time, causes an earthquake centred on a square. Roll a D6. Anyone in target square is knocked over on 3+, adjacent players are knocked over on 5+. Roll for injury on players knocked over.
Dark Elf Every time a weather roll is made, roll a D6. On 2+ the Wizard chooses the weather. In addition, once per game at any time, cast a bolt of lightning on a player. Roll a D6. The player is knocked over on 4+. If knocked over, roll for armour and injury as if hit with Mighty Blow.
Dwarf Alchemist as in Deathzone
Halfling Master Chef as in Deathzone
High Elf Mage Take twice as many special play cards as entitled. After looking at them, discard half to retain the correct number of cards. Two or more Magic Items may be taken, provided only one is kept.
Human As in Deathzone
Lizardmen Same effect as the High Elf Mage.
Norse Same as Human
Orc Shaman Once per match at any time use the Hand of Gork. Nominate an orc player, roll 2D6, move the player through the air that number of squares landing in an empty square.
Goblin Shaman Cost 75,000 gps. Same as Orc Shaman, but only roll one dice.
Skaven Grey Seer Once per game at the start of a Skaven players move roll a D6. On 2+ the player takes two actions, one after the other. On 1 the player dies immediately. The two actions do not allow a second Blitz, Pass or Foul if that has already been done, but could be Blitz then Pass or other combinations.
Snotling Trickster After the special play card roll at the start of the match take D3 extra Dirty Tricks. (source:www.mtek.chalmers.se/~m96simon/bloodbowl/bb_teams/snotling.html)
Wood Elf Mage Has the same ability as two apothecaries. An apothecary can be used in addition to the two healing actions by the Wizard. The Wizard works his spells from a distance and can heal in circumstances where the apothecary may not be able to operate (crowd injuries). The Wizard cannot heal himself, but can be healed by the apothecary and vice versa.
Undead Necromancer required as in Deathzone
Secret weapons that are used ‘instead of a normal block’ cannot be used during Diving Tackle because it is resolved as a normal block.
Weapons such as Chainsaw, Poisoned Dagger and Spike can only be used on one player at a time, so cannot be used in a Multiple Block.
If a player with a running chainsaw falls over for any reason, roll for his amour with +3. This includes Diving Catch and Diving Tackle in which the player lands on the ground briefly as well as Piling On or any card which normally causes a player to fall without an armour roll.
Unless specified otherwise, the penalty roll is taken after every drive in which that Secret Weapon Player was on the field at any time during the drive. If the 2D6 roll equals or exceeds the penalty roll, the player is sent off for the rest of the game. Roll separately for each secret weapon.
5.1 Merrigan’s Weapons rules
Source: Compendium 2 (Tom Merrigan)
If the secret weapons rules are used, then star players with secret weapons may not also be used.
Linemen (or equivalents) may take a secret weapon when the player rolls a double for a skill upgrade and the team has enough money to buy the weapon. Goblin teams do not have to roll doubles to take a weapon.
Teams may not have more than 2 players with secret weapons, except Goblins
who may have up to 4. Players who have taken a weapon may not give it up.
If you have two players using them and want a different weapon you will
have to sack one of the players.
|Chainsaw||60k||Goblin, Dwarf, Human, Orc, Chaos, Chaos Dwarf, Undead, Norse||
|Blunderbuss||30k||Chaos Dwarf, Human||
|Poison Dagger||10k||Dark Elf, Human, Skaven, Chaos, Lizardmen||
|Bomb: Explosive||40k||Goblin, Dwarf, Chaos Dwarf||
|Ball and Chain||30k||Goblin, Human, Norse||
|Death Roller||180k||Dwarf, Human, Chaos, Chaos Dwarf, Goblin, Skaven, Norse||
|Spike||Free||All except Big Guys||
Spikes: This has exactly the same effect as Mighty Blow, except that there is a penalty roll, so there is no point in any team taking it except Goblins, who can take weapons without a double, or Snotlings, who cannot take strength skills.
Source: Maelstrom Bloodbowl League
Only two players per team may have Secret Weapons. Secret Weapons may be purchased for a player instead of allocating a skill when you roll doubles for their skill roll, but you must have the money in your Treasury to pay for the weapon.
Goblins and Snotlings do not need doubles and can get a Secret Weapon
instead of any skill roll provided they have the money.
|Ball & Chain||30k||Goblin, Human, Norse||7+|
|Blind Dust||10k||Halfling and High Elf||10+|
|Blowgun||20k||Forest Folk, Halfling, Lizardmen||10+|
|Blunderbuss||30k||Chaos Dwarf, Dwarf, Human||10+|
|Bomb||40k||Chaos, Chaos Dwarf, Dwarf, Goblin||8+|
|Chainsaw||60k||Chaos, Chaos Dwarf, Dwarf, Goblin, Human, Norse, Undead||8+|
|Deathroller||180k||Chaos, Chaos Dwarf, Dwarf, Goblin, Human, Norse, Skaven||7+|
|Poisoned Dagger||10k||Chaos, Dark Elf, Human, Lizardmen, Skaven||10+|
|Poisoned Wind Globe||20k||Goblin, Snotling, Skaven||10+|
|Snotling Pump Wagon||100K||Snotling||7+|
|Spike||Free||All except Big-Guys||10+|
|Stink Bomb||20k||Goblin, Snotling, Skaven||10+|
The only players that may use secret weapons are Star Players already equipped with them and the following:
The use of a secret weapon requires a player action and may not form part of a move, blitz, pass or foul unless the secret weapon is used specifically for the declared action.
Ball & Chain Fanatic: A coach with multiple Ball and Chain fanatics on the field must move all fanatics before activating any other player on his team. You cannot be called for Illegal Procedure if you have an unmoved fanatic and the only models you have moved are fanatics. [JJ] The coach can choose the order of movement between fanatics.
At the end of the fanatic’s move the coach must roll to see if the Fanatic is exhausted. [DZ p9] This is done even if he fails a block and is injured.
A fanatic collapse causes a turnover. [GWUK] This may be rerolled.
The fanatic can move up to 4 squares per turn [DZ p8] but cannot go for it. He does not have any tackle zones, cannot handle the ball and must move his full MA (4 squares) if possible. Use the throw-in template to move each square. If he tries to enter a square that is occupied, then he must throw a block with a ST of 6 (doesn't count as the team’s blitz). Neither side may use assists. He must follow up (stand firm ends his movement).
If he falls over in the block, he is automatically injured; counting stunned as KO'd. He can block as long as he moves into an occupied square. If he walks into a prone player, simply push the prone player back.
After the player with Ball & Chain has finished moving, roll a 1d6. On a 1, he collapses to the ground. Roll the die again, and on a 1-3 he dies from exhaustion, or on a 4-6 he must miss the rest of the match to catch his breath. The only person allowed to block a fanatic, is another fanatic. If this happens they both fall down.
Blind Dust: Pick one opponent to attack in a square adjacent to the player with Blind Dust. If you can roll greater than the attacked player’s AG on 1d6, then they lose their tackle zone for the rest of the team turn and may not provide assists for blocking or fouling (failure is not a turnover). This may be done at any time during the player’s move. Blind Dust may be used once per kickoff.
Blowgun: Work out the blowgun attack like a pass. The poisoned dart hits the first player in direct line. A player hit by a poisoned dart is knocked down and stunned. A player may only fire one dart in between each kickoff.
Blunderbuss: The player may fire the ball to any square on the field. It counts as a Pass action and the player may not do anything else during that turn. Roll 1d6: On a 1-3, the shot misses and scatters just like a kickoff. On a 4-6, it lands in the target square. The weapon can only be shot once per kickoff. A player with Blunderbuss may accept a hand off and still fire that turn. [JJ]
Bomb: Used once per kickoff. The player may not do anything else when he wants to throw a bomb. It does not count as a Pass action. When thrown roll a D6 to light the fuse. On a 1, the bomb explodes in the thrower's square. On 2+, you may roll for a throw as normal. It may be intercepted. The player holding the ball has his hands full and cannot catch the bomb. If a player catches it they must roll a 4+, or the bomb will go off. If they roll a 4+ then they may throw it again. If the ball lands in an empty square, it will scatter once and then explode. If someone with the bomb falls over or drops the bomb, it will scatter once and then explode. When the bomb does explode, it knocks over any player in the same square, and knocks over players in adjacent squares on a roll of 4+. Make armour and injury rolls as normal. A bomb that scatters into the crowd has no effect (on the players).
Cannon: Used once per kickoff. Set up on field prior to the kickoff facing opponent’s end zone (may not be moved) with the Dwarf cannonball player inside the cannon (counts as 1 player). The cannonball player may take a handoff but can do nothing else until he is fired. Firing the cannon counts as a Pass action. The cannon may be fired by any player from either team in an adjacent square, Firing is that player’s action for the turn – the firing player can do nothing else. The cannonball player moves 4d6 squares in a straight line and lands using the rules for thrown players. If he goes over the end zone, a TD is scored but the player suffers a Serious Injury, so roll for the type of Serious Injury when he lands (niggle, stat downgrade etc.).
The player inside the cannon is protected from direct attack by custard pies, stink bombs, daggers, chainsaws etc., but the cannon itself can be knocked over by bombs, other explosions, and earthquakes. Lightning bolts and fireballs will fire the cannon. The cannon may be blocked and is ST7 and AV10 and has Stand Firm. If the cannon is knocked over by any means and the player in the cannon had the ball, the ball falls out and scatters one square. The fallen cannon is not removed until the end of the drive. If the cannon is knocked over, roll for armour and injury on the cannon-ball player (AV10). If the player is badly hurt (or worse) this counts as a casualty. If the cannon-ball player is killed the team discards the cannon since no-one else will use it.
Chainsaw: The chainsaw doesn't start the kickoff running. Turning on the chainsaw counts as an action, and the player may not do anything else that turn. The player must not be in an opposing player’s tackle zone when attempting to start the chainsaw. You need to make an agility roll (failure is not a turnover). A player with a running chainsaw may not handle the ball. A player holding a running Chainsaw may not use Frenzy. If the player with a running chainsaw is knocked over, add +3 to the armour roll. If a Piling On player falls onto a running chainsaw, roll for the Piling On player’s armour with 3+. The player may use the chainsaw instead of making a block. Make an armour roll with a +3 modifier. The player may also use the chainsaw after moving as a Blitz action. If a player with a chainsaw commits a foul, add an additional +2.
Deathroller: The driver’s stats become that of the SP card (including skills) and he is considered "Peaked". The Deathroller may ignore tackle zones when moving. It gets a +6 to armour rolls when fouling a player. If it is knocked down for any reason it will be out for the rest of the game.
If a "killed" result is rolled as an injury to the Deathroller, it explodes and takes the driver with it. This is the only way to injure the driver.
Knocking down the Death Roller and removing it from the game without scoring a casualty does not award the blocker with casualty SPPs. [JJ].
|4||7||1||10||Mighty Blow, Stand Firm, Multiple Block|
Doom Diver: Keep the Goblin off the field until you are ready to use him. The gobbo is lobbed onto the field, just like a Hail Mary Pass. If the Gobbo manages to hit a player, that player is knocked down. Roll for injury straight away with a +2 modifier. Roll scatter for the goblin and lay him face up in that square, unharmed. If the Doom Diver doesn't hit another player, roll 1d6:
2-4 The diver hits down hard. Make an armour roll as normal.
5-6 Perfect landing, sort of…. Lay the goblin face up in the square unharmed.
Hot Pot: When a Hot Pot is purchased, the player also acquires 2 assistants. Player and assistants are kept on the sideline. Once per half the Hot Pot may be fired onto the field using rules for a Hail Mary Pass (if a 1 is rolled then make an armour roll for each of the crew). Add +3 to the penalty roll if one of the "crew" is injured. If two or more are injured the Hot Pot is destroyed. Anyone in the square it lands in is automatically knocked down and those in adjacent squares are knocked down on a 4+. Roll for armour and injury normally.
Pogo Stick: The player is allowed to "go for it" up to four times and may use the leap skill.
Poisoned Dagger: The player may use the dagger instead of making a block. Make an armour roll. If the roll causes an injury, treat the "stunned" result as "KO'd". Once the dagger has caused an injury, the poison is wiped off and it cannot be used again until after the next kick-off. At the beginning of every kick-off the blade is re-coated with poison.
Snotling Pump Wagon: Full details about the background for this machine are given in Compendium 2. It counts as one player, even though it may have a large team of Snotlings attempting to drive it.
|D6+1||7||1||9||Mighty Blow, Stand Firm, Multiple Block, Annoying|
The movement is D6+1. The Pump Wagon always uses all of this movement unless it goes off the pitch or falls over, and it does not go-for-it. Choose a direction, then roll using the throw-in template to find out the direction it really went. It ignores enemy tackle zones and never has to make a Dodge roll. If it runs into any player, standing or lying, friend or foe, if it is still moving after resolving the action then choose a direction and roll again for actual direction. This does not count as a Blitz because it never hits anyone deliberately.
If it runs into a standing player (either team) roll for a Block (ST7). Although it is given the skill Multiple Block it is not clear how this skill is used.
If the Pump Wagon is knocked over by a Block, Wizard’s spell or special play card, or it suffers an injury of any type it is considered wrecked for the rest of the game, but may be repaired by next game if the team has hired a Mekanik. The player who knocked it over may roll for armour and injury to see if scored a casualty. If a Killed result is obtained then the Pump Wagon is wrecked beyond repair.
If it rolls over a player lying on the ground, roll for armour with +6 modifier. This does not count as a foul action.
It may never pick up or carry the ball, just roll for scatter if it runs over it.
If it rolls off the pitch into the crowd it scores 4D6 crowd casualties. Then roll for ‘injury’ on the Pump Wagon. If stunned (1-7) it is stuck in the stands for the rest of the game, otherwise it is wrecked for the game as above.
If it rolls off the pitch into either dugout, it scores D6 casualties to players, coaching staff and cheerleaders. Randomly select these from the personal available and roll for injury on each. Then roll for injury on the Pump Wagon. If the result is stunned and it is in the opponent’s dugout it is stuck for the rest of the game, if in its own dugout it goes in the Reserves box and may return at the next kickoff.
For every 50 crowd casualties caused by the Pump Wagon (or any other secret weapon), the fan factor is permanently increased by 1.
Annoying Before or after the Pump Wagon’s action (not during the movement phase when the Snotling crew are busy) it may attempt to annoy opponents. Choose the first player and roll a D6. If the score is greater than the opponents agility then the player loses their tackle zone for the rest of the turn. During the same team turn they may attempt to annoy another opponent at D6-1, then another at D6-2 and so on until further annoying is not possible.
Mekanik: Cost 60k. Roll a D6 for each damaged weapon to be repaired. On 4+ the weapon may be used in the next match. On failure the Mekanik tinkers with it and can roll D6+1 next time, then D6+2, until it is repaired. However a natural roll of 1 always fails.
Spike: Spike adds +1 to all armour and injury rolls.
Stink Bomb: Same as a Bomb except players in the square where the Stink Bomb ends up, and all adjacent squares, fall over coughing and choking. They are placed face up in their squares. No armour or injury rolls are made.
6.0 NEW RACES
This supplement does not include details for the official races in Blood Bowl (Dark Elf, Dwarf, High Elf, Human, Orc, Skaven) and Deathzone (Chaos, Chaos Dwarf, Goblin, Halfling, Undead, Wood Elf). The Norse are also considered official, and most leagues accept the Lizardmen. Forest Folk and Snotlings have been published in Compendium 1 and Compendium 2 respectively, but have not been widely play-tested. The other teams included in this list have few or no reports of play-testing.
Unofficial teams have been included here if they appear to have some unique characteristics, without being unnecessarily complicated and neither too difficult nor too easy to play. Some proposed teams may be relatively simple for the coach to play because they are used in every game, but opposing coaches who meet them only rarely may have extreme difficulty coping with large numbers of different player types, too many new skills, special effects in certain situations or changes in skills during the game. Other teams appear too extreme or unbalanced and will not be included without reports of extensive play-testing
Some teams have had rules edited here to avoid complications which would have otherwise disqualified them for reasons given above. If the designers or users of those races object to the editing then the teams will be omitted. Other races may be added, but preferably only after reports of play-testing.
If no special Wizard or Apothecary is mentioned, then use the standard versions.
Star Players are not given for any teams because the ally and Big Guy rules make Stars redundant. If Big Guys are needed but none are listed, use the most appropriate Big Guy (usually Ogres will do).
Source: Compendium 2 (Jervis Johnson)
|0-2||Thrower||70k||6||3||3||7||Block, Pass||General, Pass|
|0-2||Catcher||70k||6||3||3||7||Block, Catch||General, Agility|
|0-4||Blitzer||90k||6||3||3||7||Block, Frenzy, Jump Up||General, Strength|
|0-2||Snow Troll||120k||4||5||1||9||Block, Mighty Blow, Regenerate, Always Hungry, Cold-blooded||as for Big Guys|
Allies Human, Dwarf, Halfling, High Elf, Wood Elf, Ogre
In some sources the Blitzers are incorrectly listed as having ‘Leap up’, but there is no such skill.
The Snow Troll for the Norse was not in Compendium 2, but is widely
used and is more appropriate than the other Big Guys. It has been given
Block, but lower armour for consistency with the Norse. It may not be taken
as an ally. Cold-blooded is the same as Bonehead, except that the player
will not play in sweltering heat.
Source: Compendium 1 and Compendium 2 (Andy Meechan)
|0-12||Skink||60k||8||2||3||7||Dodge, Stunty||General, Agility|
|0-2||Kroxigor||130k||6||5||1||9||Prehensile Tail, Thick Skull, Bonehead||as for Big Guys|
Wizard As for High Elf Special Wizard
Allies Human, High Elf
In Compendium 1 the table suggested that Saurus could gain strength skills, but the text of the article shows that this is a misprint and they require doubles for strength skills. The team was play-tested without allowing Saurus easy access to Guard, Stand Firm and Might Blow and this was deliberate, to compensate for the large number of ST4 players on the team.
6.4 Forest Folk
Source: Compendium 1 (by Matthew Brown)
This team has not been play-tested as frequently as the above teams
and may not be accepted by all leagues. Some consider it too powerful and
reduce the number of Centaurs or increase their cost. The Centaur is very
similar to the Bull Centaur in stats, but costs 30k less and does not have
the slow rate of skill progression of Big Guys.
|0-4||Gnome||40k||6||2||3||7||Dodge, Stunty, Ride||Agility|
|0-4||Centaur||100k||7||4||3||8||Sure hoofs||General, Strength|
Sure Hoofs Same as Sure Feet
Ride If a Gnome is adjacent to a Centaur, the Gnome can use 3 of its movement allowance to climb on the centaur. The Gnome can use go-for-its to achieve the movement. If moving onto the Centaur’s square requires a dodge then roll as usual, although if the dodge fails, then Gnome falls in its original square, not the one the Centaur is in (the same applies to a failed go-for-it). Alternatively the Centaur may lift the Gnome on, using 3 of its movement plus 1 for each tackle zone the Gnome is in. The Gnome must be standing to mount the Centaur. While a Gnome is riding it may not Block or be Blocked, nor may it offer assists or foul. It may pass, catch or take hand-offs as usual, including hand-offs with the Centaur. The Centaur takes any actions as usual and is not affected by the rider. It costs 3 squares of the Gnomes movement to dismount and the Centaur cannot lift the Gnome down. The dismounting Gnome must make a Dodge roll if the Centaur is in an opponent’s tackle zone. The ball must be held by a player standing in the endzone to score a touchdown, so a Gnome holding the ball while riding a Centaur must dismount or the Centaur must take a handoff to score. If the Centaur is knocked over while the Gnome is riding, the Gnome will be scattered (use the scatter template) but will land on his feet on a 4+ even if he lands on another player. Any player the Gnome lands on will be pushed back but not knocked over. A Centaur can only carry one rider at a time. All players must start the drive standing. A Zap spell aimed at a riding Gnome will not hit the Centaur if it misses. A fireball or similar must be aimed at the Centaur and if it is knocked over the Gnome scatters and tries to land as usual.
[Editor’s note: This skill is obviously too complex and needs to be simplified. The mount and dismount actions should require a dice roll. It is strongly recommended that the Centaur should not be allowed to assist the gnome because that allows the gnome to escape from tackle zones without a dice roll and allows a mount and dismount in the same team turn.]
Source: Compendium 2 (Joel Hainstock)
This team has not been widely play-tested in this form. It appears to
be competitive if playing against teams limited to 2 Big Guys and may possibly
be too strong. Certainly they are a real nuisance to play against. See
also the variants for this team.
|0-30||Snotling||20k||5||1||3||5||Right Stuff, Midget, Dodge, Sidestep||Agility|
|0-4||Trolls||100k||4||5||1||9||Regenerate, Might Blow, Really Stupid, Always Hungry||as for Big Guys|
Wizard Standard wizard as in Deathzone or Snotling Trickster, see Variant (b).
Snotling teams may take a total of 32 players, and may use 4 Big Guys, instead of 2 as for other teams. At each kickoff the coach may bring an extra D6-1 players on the pitch (i.e a 6 allows 16 players). However, if this brings the total number of Snotlings above 11 then the referee notices and removes D3 Snotlings
The following rule was not included in Compendium 2 but is normally applied to Snotlings or Midget players since they are no bigger than the ball.
They may never intercept or throw the ball and if they take a catch (from a pass or a bouncing ball, not a handoff) they must roll 4+ to attempt to catch the ball, on 1-3 they are knocked over by the ball. On 4+ they do not fall over but must still take a catch roll. If Snotlings are thrown there is no range penalty as there is for Stunties, so they can be thrown to Long Bomb range.
Var (b) As for (a) but include Snotling Warmongers and different Trolls
|0-4||Snotling Warmonger||30k||5||1||3||5||Right Stuff, Midget, Dodge, Dauntless||Agility|
|0-2||Stone Trolls||110k||4||5||1||9||Stand Firm, Regenerate, Might Blow, Really Stupid, Always Hungry||as for Big Guys|
|0-2||River Trolls||110k||4||5||1||9||Foul Appearance, Regenerate, Might Blow, Really Stupid, Always Hungry||as for Big Guys|
Rerolls 40k6.6 Vampires
At each kickoff, roll a D6, on 2+ sneak D3 extra players on the field.
These Snotling suffer +2 to injury rolls.
In addition to the Snotling Trickster Wizard they may also hire a Runt Herder as an extra Assistant Coach for 100k. Before each kickoff if the team cannot field at least 3 players the Runt Herder drags D6+1 "volunteers" from the crowd. They play only until the next kickoff (if they survive that long) and do not gain SPPs, but another batch may be recruited if the team is still short at the next kickoff. Also, once per match the Runt Herder can supply a new recruit from the crowd to replace a dead Snotling player. The Runt Herder inspires the team, giving them one extra reroll that can be used once during the match (not in each half). The Runt Herder must only be used if Snotling teams are restricted to 16 players.
Source: Compendium 1 (Jervis Johnson)
This team is weak when starting with 1,000,000 gps, but has the potential
to become extremely powerful after development. It is included here only
to allow the use of Vampires as allies and is not recommended for most
|1||Vampire Lord||180k||6||5||4||9||Block, Dodge, Hypnotic Gaze, Regenerate||General, Agility|
|0-12||Vampires||110k||6||4||4||8||Hypnotic Gaze, Regenerate, Off for a Bite||General, Agility|
Allies Chaos, Human
An apothecary can be taken to care for the Thralls, but cannot heal the Vampires or Vampire Lord.
Vampire Lords are player coaches who have the attributes of a coach but also take part in the game. If the Vampire Lord is killed (and fails to Regenerate) the Vampire with the most SPPs is elevated to Vampire Lord and immediately loses Off for a Bite, but does not gain other additional skills. If there is no other Vampire to become Vampire Lord the team disbands after the match. It is impossible to have more than 1 Vampire Lord, you can never hire a Vampire Lord after the team has started and they cannot be taken as allies. Because the Vampire Lord is a coach he is affected by the cards Sorry or Sorry Sir.
Vampire Lords and Vampires are not technically ‘Big Guys’ but are treated like them for the slow rate of progression of skills, but they do not gain +1 Strength or +1 Armour on doubles.
6.7 Chaos Beastmen and Chaos Warrior
Source: Compendium 2 (David Kay)
These teams appeared in Compendium 2, but many leagues believe that they have lost the flavour of Chaos by making it too easy for Chaos to build ball handling players, without losing the benefits of the mutations. This is considered to make these teams too strong or too easy to play in comparison with regular Chaos teams. Some leagues that have play-tested them say they are no better or worse than other teams.
These teams should not take allies other than Big Guys.
|0-2||Bestigor||110k||6||4||3||8||Block, Horns||General, Strength|
|0-2||Minotaur||110k||5||5||2||8||Horns, Thick Skull, Mighty Blow, Wild Animal, Always Hungry||as for Big Guys|
Wizards as for Chaos teams
Note that the statistics for the Chaos Beastmen Minotaur in Compendium 2 were misprinted. It should have been the same as the Minotaur in Compendium 1 and in the standard Big Guy rules.
Beastmen may take Physical abilities (mutations) on the roll of a double for skill increase.
Chaos Warrior Teams
|1-4||Chaos Warrior||100k||5||4||3||9||-||General, Strength|
|0-2||Ogres||120k||5||5||2||9||Might Blow, Thick Skull, Bonehead||see Big Guy rules|
Wizards as for Chaos teams
*Special After the purchase of a new Marauder, roll a D6 to see what skill he has.
Chaos Warrior team members may take Physical abilities (mutations) on the roll of a double for skill increase.
The Chaos Warrior team must always have a Chaos Warrior on the team list. If the last one dies no funds may be spent on any other purchase until replaced. During the game if there is no Chaos Warrior on the pitch, all Marauders play at -1 MA and -1 AG.
Source: Da’ Boss on Blood Bowl Central Message Board
This team has had limited play-testing and is reported to be hard to
play competitively. Nevertheless the team has good potential against low
agility players as well as against passing teams.
|0-16||Amazon Warrior||60k||6||3||3||7||Beauty||General, Agility|
|0-2||Priestess||100k||9||3||4||7||Beauty, Sidestep, Sprint||General, Agility|
|0-2||Banshee||120k||8||3||4||8||Beauty, Block, Banshee Howl||General, Agility|
Beauty Same effect as Foul Appearance, but in this case the opposing players are so smitten by the players beautiful appearance that they may fumble passes and catches and may decide not to hurt the fair bodies of these glamorous ladies by Blocking them.
Banshee Howl A terrifying scream that temporarily distract the opponent making them lose their tackle zone (same effect as hypnotic gaze).
By Guy Simpson
|0-4||Dervish||90k||7||3||3||7||Frenzy, Dauntless||General, Agility|
|1||Sheik||120k||7||3||3||8||Block, Dauntless, Jump Up||General, Agility|
Allies Human, Ogre
Arabian teams are owned by an egomaniacal Emir who appoints a Sheik to represent him in the game. If the current Sheik is killed the next purchase must be another Sheik.
In addition the Vizier adds +1 to the Match Winnings roll at the end of the game
Just what you’ve always wanted. A Thrower starting with Big Hand.
|0-2||Thrower||70k||6||3||3||8||Big Hand||General, Pass|
|0-2||Catcher||90k||7||3||3||8||Extra Arms||General, Agility|
|0-2||Warrior Blitzer||130k||6||4||3||9||Block, Two Heads||General, Strength|
Allies Human and Vampire
The Border Princes have been affected by Chaos winds and warpstone and have suffered mutations, but do not take any new physical abilities.
Border Princes are utterly opposed to evil. They are appalled by cheating and fouling and will never take Dirty Tricks. They will never foul, and if they are fouled they gain Frenzy until the fouling player is injured and removed from the game. They obviously never take Dirty Player skill.
6.11 Brettonian Teams
Alt (a) Source: Compendium 3. As a general rule ST4 players should not
start with Block. The Questing Knight is as powerful as a Big Guy (e.g.
Bull Centaur) but without the slow rate of skill progression of Big Guys.
This player, together with a good thrower and catcher makes the entire
team potentially very strong despite the low armour of the peasants and
|0-2||Squire Catcher||70k||8||2||3||7||Dodge, Catch||General, Agility|
|0-2||Squire Thrower||70k||6||3||3||7||Sure Hands, Pass||General, Pass|
|0-2||Knight of the Realm||100k||6||3||3||8||Block, Stand Firm||General, Strength|
|0-2||Questing Knight||130k||7||4||3||9||Block, Stand Firm, Leader||General, Strength|
Allies None. No Big Guys may play for this team
Wizard See Compendium 3 for details. You wouldn’t want to use this wizard.
Apothecary The knights will refuse to be healed by a common apothecary and may only use a personal apothecary, who costs as much as the knight that he works for.
Knights may never foul, nor assist a foul, so they never take Dirty Player.
Whenever a Knight is killed during a game (and not healed by his personal apothecary or a special play card) the rest of the team suffers -2 agility but +1 strength for 1 turn. After that turn the strength returns to normal, but agility is -1 normal until the end of the game.
|0-2||Squire||70k||6||3||3||8||Sure Hands, Pass||General, Pass|
|0-2||Knight of the Realm||90k||7||3||3||8||Dodge, Nerves of Steel||General, Agility|
|0-2||Grail Knight||120k||6||3||3||9||Block, Leader, Stand Firm||General, Strength|
Allies Human, Wood Elf, Treemen
|0-2||Squire||70k||5||3||3||8||Sure Hands, Guard||General, Pass|
|0-2||Knight of the Realm||130k||7||3||4||8||Dodge, Nerves of Steel, Catch, Pro||General, Agility|
|0-2||Grail Knight||140k||6||4||3||8||Block, Pro, Stand Firm, Tackle||General, Strength|
Allies Human, Wood Elf, Treemen
|0-12||Flesh Golem||50k||6||3||2||8||Thick Skull||General|
|0-2||Clay Golem||80k||7||3||3||7||Golem Physical, Regeneration||General, Agility|
|0-2||Stone Golem||100k||3||5||1||9||Stand Firm, Piling on, Brittle||Strength|
|0-2||Iron Golem||120k||5||4||2||10||Block, Break Tackle, Mighty Blow, Rusting||General, Strength|
Big Hand, Extra Arms, Foul Appearance, Two Heads, Prehensile Tail, Tentacles, Very Long Legs
Brittle If a Brittle player is seriously injured add +10 to the roll for serious injury outcome.
Rusting A rusting player may not take the field when it is raining. If the kickoff roll changes the weather to Raining the player must immediately leave the field (without replacement).
by Jarrod Coad
|0-2||Thrower||100k||8||3||4||7||Sure Hands, Pass||General, Pass|
|0-2||Ninja||100k||8||3||4||7||Dodge, Catch||General, Agility|
Wizard Sensei 100k
6.14 Norse (The Original Norse)
by Jacob Jonsson
|0-2||Berzerker||120k||7||4||3||8||Frenzy, Thick Skull||General, Strength|
Allies When the team is created they may become ‘Good’ Norse or ‘Evil’ Norse
|0-2||Thrower||80k||6||3||3||7||Block, Pass||General, Pass|
|0-4||Huscarl||90k||5||3||3||8||Block, Dauntless||General, Strength|
|0-2||Berserker||100k||7||3||3||7||Block, Frenzy||General, Strength|
|0-2||Snow Troll||120k||4||5||1||8||Block, Mighty Blow, Regenerate, Cold Blooded||as for Big Guys|
Cold Blooded Treat as for Bonehead, except that the player may not play in sweltering heat.
Source: Original idea by Matts Carlsson, modified by Steve Lalancette and Brian Horton.
This team can produce a robot similar to almost every other player type,
but at a high cost for this versatility. Teams can either have a few very
good players supported by other very inferior robots or spread the skills
evenly rather like a human team.
|0-16||Bots||10k||5||1||1||6||No Arms, one free module||General, Physical*|
No Arms This negative skill prevents the player from ever handling the ball in any way. However, they can block and tackle other players as usual. It may be removed by fitting an Arms module to the Robot.
*Physical skill If the team has a Mechanic, a robot may be modified on a double, giving the same effect as mutations. There is a cost of 20k per robot for labour.
The basic Bot is very cheap because the manufacturer makes a fortune by selling modules to improve the Bot at grossly inflated prices.
Upgrades These may be made when the robots are first constructed.
Upgrades are also possible for existing partly trained robots, provided
the team has a Mechanic, has modules available and pays 20k labour costs
per robot in addition to the cost of the modules used in the upgrade. However,
modules are welded in place and cannot be removed to be replaced by a different
module. An upgraded Bot will retain any skills it has learned. For team
rating purposes include the cost of the extra modules in the robots’ value,
but not labour costs.
|Strength||25k||+1 ST||3 units allow Strength skills|
|Block||25k||Block skill||Strength skills|
|Agility||15k||+1 AG||3 units allow Agility skills|
|Dodge||15k||Dodge skill||Agility skills|
|Pass||15k||Pass skill||Passing skills|
|Arms||20k||Removes ‘No Arms’ so user can handle ball|
Each Bot must have at least one module to make it work and this first module (of any type) is supplied free.
Each Bot has only room for 9 modules in total.
Each Bot can only take 3 modules of any one type, and no more than 5 of Strength + Agility.
The team has only 2 Block, 2 Dodge, 2 Pass and 12 Arms modules available.
There are only 30 Strength and 30 Agility modules to be shared out among the team members. There are an unlimited number of Movement and Armour modules, but the use of these will be controlled by the limit of 9 modules per Robot.
Note that ST1 Bots do not come with the Midget or Stunty skill, but they can take the mutation Stunty (if they survive that long and roll doubles). It does not count as Midget on a ST1 Bot.
The Bots have a brain that can learn new skills so experienced Bots can take Block and Dodge without needing to be fitted with these modules and they can get strength, agility and movement upgrades in the same way as any other player up to a maximum of 2 over the basic value of that Bot (i.e. 2 more than obtained by the built in modules including any upgrades fitted later).
Allies Will not ally with any living or undead race.
Apothecary Referred to as Mechanic, but has the same effect.
Wizard Mad Scientist? Before any Kickoff, but after the teams are in position, he throws a plague that affects only living players (or once living so includes undead). Roll a D6. On 2+, all living/undead players get -1MA and -1AV until the end of the drive. On a 1 the plague affects the Wizard, roll a D6, on 1-3 he misses the next match, on 4-6 he dies of the plague. This does not occur in either team’s turn so cannot be rerolled. The team has a Mechanic rather than an apothecary, so the Wizard cannot be healed (except by the opponent’s apothecary).
6.17 Savage Orc
Frenzy for every player would be interesting.
|0-2||Blitzers||100k||7||3||3||8||Block, Frenzy||General, Strength|
|0-4||Black Savages||90k||4||4||2||8||Frenzy||General, Strength|
Allies Goblin, Lizardmen, Minotaur (not regular Orcs)
Apothecary Not permitted, but the Shaman may heal
Wizard Shaman for 100k, who can do any one of the following, once per game at any time
By Peter Csontos
|0-12||Monks||50k||6||3||3||7||-||General, Agility *|
|0-2||Paladins||80k||6||3||3||9||Block||General, Strength *|
|0-2||Messengers||80k||7||3||4||7||Dodge||General, Agility *|
Allies Human (not Norse)
Apothecary Heals automatically without requiring a dice roll (but only once per match)
*If a double is rolled for a skill increase - Monk may take any skill, or Bless or Healing; Paladin and Messenger may take any skill or Bless.
Bless Once per turn, before rolling the dice the player may bless them. This will add +1 to the dice roll. This may not be used for Injury rolls and cannot affect the Block dice.
6.19 Sickenly Good team
Source: user.tninet.se/~bfb2040/bloodbow/stanley/goodie.htm(by Niclas Stenberg)
The sickenly good team is only interested in playing ball and will not deliberately hurt their fellow blood bowl players.
The team stats are identical to the human team. They could be based on other races, but as far as is known they have only been play-tested using humans as the basic team.
Reroll 50k The team never pays double for rerolls. Extra training allows them to buy more rerolls for 25k.
Allies Same as Humans (but subject to the sickeningly good rules), but no Big Guys.
Fouling the team will never foul
Illegal procedures The coach will never call an "illegal procedure" but will merely point out the error and wait for it to be corrected without penalty. The coach will never ‘argue the call’ with the referee.
Cards The team never draws ":Dirty Tricks" nor do they use "Magic Items" to assist the team. They always draw exactly 3 "Random Events" without rolling for cards and regardless of handicap. If they draw "Get ‘em lads" or "That makes me mad" they discard these cards and draw another.
Kickoff Table If the opposing fans attempt to "Get the Ref" he shelters in their dugout and is not intimidated.
Leader, Kick, Pro, Sure Hands, Dodge, Sidestep, Jump Up, Sure Feet, Sprint, Leap, Catch, Diving Catch, Strip Ball, Nerves of Steel, Shadowing, Pass Block.
If the player rolls a double for skill increase, he may take Block or any Stat increase (MA, AG, ST or AV).
Death to an opponent If a sickenly good player directly causes the death of another player (i.e. not due to crowd injuries or the player failing his own dodge roll etc.) and the death is not healed during or after the game, then the sickenly good player resigns from the team in remorse and will never play again. The team may use their apothecary to heal opposing players. Killing an already dead player (i.e. undead or demon) does not have this effect.
Death to a player If a sickenly good player is killed and not saved by an apothecary or card the team is so shaken that that for the rest of the half they lose all team rerolls other than those gained from kickoff events. However, the team plays with greater determination and can add +1 to all dice rolls (except armour and injury) for the rest of the half (a 1 is still a failure). These effects carry into overtime. If the player is later saved (e.g. by a card) the team loses their +1 dice roll bonus but does not get their rerolls back.
Casualties Sickenly good players do not earn SPPs form causing casualties to the opposing players. However, whenever a sickenly good player receives an injury (BH, SI, Dead) he learns form his mistakes and receives 2 SPPs. Keep track of these in exactly the same way as casualty SPPs for other teams.
6.20 Slaanesh Elves
Source: www.mtek.chalmers.se/~m96simon/bloodbowl/bb_teams/slaanesh.html(by Harald Aberg)
This team uses Elf slaves causing interesting effects.
|0-2||Blitzers||110k||7||3||4||8||Block, Frenzy, Cruelty||General, Agility, Physical|
|0-4||Catchers||90k||8||3||4||7||Dodge, Idleness||General, Agility, Physical|
|0-2||Elven Slaves||60k||6||3||4||7||Pride||General, Agility|
|0-2||Slave Throwers||70k||6||3||4||7||Sure Hands, Pride||General, Agility, Passing|
|0-12||Chaos Cultists||50k||6||3||3||7||-||General, Physical|
The Chaos derived players may take Physical mutations on a double.
Some players have negative skills which may be removed on a double
Idleness If the player scores a touchdown, roll a D6. On a 1 or 6 the player decides he has done enough for a while and stays in the reserves box for the next drive.
Pride Captured elves are a proud race and do not take to slavery easily. Before taking any action with this player, including receiving catches, hand-offs, intercepts etc, roll a D6. On a 1 the player refuses to cooperate and will take no further actions on this turn. If receiving a handoff the other player is left holding the ball, but if receiving a pass it will scatter. If the negative skill is removed by a double, the player becomes an ‘entrusted’ slave and gains +1 AV. If the slave gains 3 skills he is ‘broken’ and loses the negative skill, but does not gain armour.
I have no idea why agility 3 players would want Leap.
|0-4||Runner||100k||7||2||4||8||Leap, Dodge, Sure Hands||General, Agility|
|0-2||Blitzer||90k||7||3||3||9||Leap, Block||General, Strength|
|0-2||Troll||100k||4||5||1||9||Might Blow, Regenerate, Always Hungry, Bonehead||as for Big Guys|
Allies Lizardmen, Goblin, Minotaur
Source: Oberwald Supplement v1.04 (by Tom McCarthy)
This team is possibly over-complex with too many player types. Objections
have been raised that the Tyranid race has no place in the Warhammer world.
|0-6||Gene-stealer||80k||7||3||2||8||Extra Arms, Mighty Blow, Hypnotic Gaze||General|
|0-1||Magus||60k||6||3||3||7||Sure Hands, Hypnotic Gaze||General, Pass, Agility|
|0-4||Squigs||40k||5||2||3||7||Dodge, Stunty, Mutation to match model||Agility|
|0-2||Zoat||110k||5||5||2||8||Sure Feet, Thick Skull||as for Big Guys|
Tyranids are hive beings that do not gain individual SPPs. When the team has 61 SPPs all players gain one skill, when at 121 points all players gain 2 skills, similarly 3 skills at 301, 4 skills at 601.
The original team listing had Hybrids, Squigs and Hunter Slayers at 30k, but they appear to be at least as good as a Goblin. The Zoat is considered a Big Guy although it does not have a negative skill. It probably should be given one.
7.0 TOTALLY UNOFFICIAL RULES
This section contains various bits that coaches often ask questions about, or would ask if they knew the variations existed.
7.1 Apothecary upgrading
Source: Citadel Journal
Pay 50k per level. Start with a high level apothecary or buy any lower level and upgrade as required.
2 Allow a niggling injury player to play and also heal during the match.
3 As for Level 2, plus when a KO’d player fails to return, roll a D6. On a 6 the player returns to the game. This can be used every time a KO check fails.
4 As for Level 3, plus reduce one ‘Serious Injury’ to ‘Badly Hurt’. Used once per match and can be used after failing a normal attempt to heal the injury.
5 As for Level 4, plus may reduce a Death’ to Serious Injury. Roll a D6, on 4+ he recovers to Serious Injury state. Can be used once per match and can be used after failing to heal the death. The serious injury cannot then be reduced to Badly Hurt as in Level 4.
Although alternate (a) was in Compendium 2 and quoted by Jervis Johnson, it is a rather dull rule, so many leagues prefer alternate (b) (from Da’ Boss), which is not necessarily a disadvantage for the Hobgoblins. These rules apply to ordinary Hobgoblins, not Sneaky Gits.
Alt (b) Roll a D6 (once only, not once for each Hobgoblin), on 4+ they all play normally, on 1-3, roll a D6 and consult the table. This is done at the start of the match but can be repeated at half time if you like more stupidity.
1-2 Bootlace botchup: D6 Hobgoblins (reroll 1s) have accidentally tied their shoelaces together. For the first drive they move as a connected string. Consider them as moving simultaneously so that as one moves the others make their moves to keep the string together, but none of them can exceed their normal movement (plus go-for-its). This could mean that when one Blitzes it may have support from the others trailing along. It also means that if any have to dodge the group is held up while resolving the dodge. If one is knocked over the rest may swivel around them but may not break the string. If a push-back or other action would break the string the others move to keep the string intact. This is a free action which does not require dodges and does not allow Shadowing, Diving tackle etc. If one of them leaves the pitch (e.g. injury) then all Hobgoblins in the string fall over, breaking their bootlaces. No armour roll is needed so on the next turn they can stand up and play normally.
3-4 Gosh, You are my Hero: D6 Hobgoblins fall into hopeless adoration of another non-Hobgoblin player. The Hobgoblin coach chooses a hero for each hobgoblin affected. For the first drive they follow that player about slavishly, and must stay in an adjacent square. They may not make a move that would make them leave their hero’s side (such as a follow-up).The hero-worship is so effective that the Hobgoblins count as having Guard skill during this drive, but only when assisting their hero or heroine. The Hero has no need to always stay with the Hobgoblin and so can move freely, but when the Hobgoblin moves it must move in a way that would end the move beside its hero if possible, or if that is impossible at least take it towards its hero. If adjacent it cannot move away.
5-6 Face-pulling contest: All the hobgoblins are late for the match because they have been holding a face-pulling contest in the changing room. The Hobgoblins take the field on their team’s second turn, starting in their own endzone. Unfortunately the wind changed during the contest and their ugly faces stay ugly and they count as all having Foul Appearance for the rest of the match (or half if you repeat this at half-time).
Some leagues use random mutations for Skaven and Chaos on the grounds
that mutations cannot be selected. However, in order to avoid having players
end up with totally useless mutations the type of mutation can be
selected. Choose one of the mutation types (Score, Kill or Annoy) and roll
a D6. Use the table to determine what mutation was gained. On a 6 you can
choose any from that table. If you roll a mutation that the player already
has then roll again.
||Big Hand||Claw||Foul Appearance|
||Extra Arms||Horns||Hypnotic gaze|
||Stunty||Razor sharp fangs||Prehensile tail|
||Very Long Legs||Thick Skull||Tentacles|
The official Raise the Dead rule allows the Undead Necromancer to create a Zombie after the team has killed a human sized player. However, the new player loses any resemblance to the original player so some leagues allow the new Undead player to keep some characteristics of the former living player, and extend the rule to apply to all types of players.
The new Undead player will differ from the former player in the following respects. These have been designed to ensure that a Human Lineman ends up as a standard Zombie.
Remove all skills but keep physical abilities (including Magic helmet). Keep stat decreases and niggling injuries.
Record the player value on the roster as the previous value -20k (you don’t pay this, it’s just for team rating).
Give the player regeneration.
Big Guys can also be raised and will keep the Big Guy attribute of slow skill progression. But the experts consider that an undead player would not have negative skills such as Wild Animal, Bonehead etc., so negative skills are lost along with all other skills.
7.5 TR150 Teams
This concept by Gary Moriarty is intended to allow teams from different leagues to play against each other as one-off games or in tournaments. It allows each team to play as a partially developed team without causing difficulty over the league environment in which the team developed. It brings into play the ability of coaches to select the best skill advances for each team member in addition to the skill of playing that team.
Choose any standard team from the Blood Bowl or Deathzone lists. Big Guys, allies, secret weapons and star players are prohibited.
Players are given skills at the normal SPP advancement rate (1 skill for 6 SPPs, 2 skills for 11 SPPs or 3 skills for players with 26 SPPs).
All skills are normal for that player type except as follows
Doubles (except mutations) cost +10 SPPs.
Movement and Agility upgrades cost +20 SPPs.
Strength upgrades and mutations cost +30 SPPs.
A maximum of 2 stat upgrades/mutations are permitted.
The organisers may wish to rule that 1 turn scorers are not permitted (e.g. movement 10 and Sprint), although this might disadvantage those teams that often get them in the normal course of development.
Team stats do not change during tournaments with these teams. So players killed or seriously injured in one game will play as usual in the next, no further skills are obtained, fan factor does not change and there is no team income. The system is mainly a test of team design for a single match, so events in one game will not influence other games.
The Kickoff events Riot, Get the Ref and Pitch Invasion are ignored.
IGMEOY is in effect.
Alt (b) One coach rolls a D6 for cards and both coaches take the same number of cards (1, 2 or 3 for 1, 2-5 or 6 on the D6). Coaches may discard any card that cannot have any effect during the game and take another card of the same type. Ideally the useless cards would be removed from the pack before starting the event. This rule may be necessary if the new Wizards are permitted, since some Wizards can take extra cards.
7.6 A Modest Proposal
This is too detailed to give full details here. It is an attempt to simplify the very complex rules that have sprung up involving Big Guys and Allies. Briefly, it treats Big Guys in the same way as other players for skill advancements, removes negative skills (and usually Mighty Blow or a similar useful skill, so the cost is the same) and eliminates allies. Each team has some variation allowed by having two "Special players" that can take specific places on the roster instead of one of the usual players in that position. For example the Human team may take one or two Ogres, but these take Blitzer positions, so the team would have only three or two Blitzers.
A range of other rules are also used to simplify or clarify other rules.