Secret Weapons

The new 4th edition rules for secret weapons are from Blood Bowl Magazines #1 and #2 along with the Blood Bowl Handbook:
Although the NAF rulebook bans the use of secret weapons, all kinds of weapons have been used by Blood Bowl teams in the past as they attempt to battle their way to a major tournament win. Dwarf and Goblin teams in particular have a well-earned reputation for using secret weapons and fiendish inventions to give their team the advantage. None the less, the use of secret weapons is simply not legal and referees have a nasty habit of sending off player who use them.

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 apply). Instead, the player remains in play until after a touchdown is scored or a half ends, and then the opposing coach is allowed to 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 secret weapon's penalty roll, then the referee sends the player off for the rest of the match (although the head coach can 'Argue the Call' as he can with players sent off for fouling). 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 in the match (although another penalty roll will have to be made if the player is used again.)

Note that 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 use the weapon (even if he is in Reserves, KO'd, or Injuried box at the end of the drive). A secret weapon player will never leave his secret weapon in the Dugout.

The rules that follow allow player from all the different races to purchase secret weapons. When using these rules you are allowed to purchase any of the Star Players that have secret weapons. Instead you can purchase players in your team when the team is first created or they may be purchased at the same time a new player is added to the roster.

Each team can only ever have one secret weapon player on the team roster at any one time (Goblins are extremely dirty and desperate so they can have up to four player with secret weapons (MBBL2 Note: Dwarf, Evil Gits, Gnome, Hobgoblin, Night Goblin, and Sisters of Sigmar can have four also and the Nipponese can have three in our league). If you want to add a new secret weapon player to your roster that would take you over the team maximum for secret weapons, you must sack one of the current secret weapon players to add them. Note that you can't simply get rid of a player's secret weapon. Once a player owns a secret weapon, they become attached to it and wouldn't give it up for all the gold pieces in the Old World.

For each weapon, a list of teams that can use the weapon are listed. Any player on the team including allies and Big Guys may use a secret weapon available for that team.

GW OFFICIAL BLOOD BOWL SECRET WEAPONS

Weapon Cost Penalty Roll Teams used by
Ball & Chain 20,000 8+ Goblin
Blunderbuss 30,000 10+ Chaos Dwarf, Dwarf, Human, Skaven (Jezzail)
Chainsaw 60,000 8+ Amazon, Chaos, Chaos Dwarf, Dark Elf, Dwarf, Goblin, Human, Norse, Orc, Skaven, Undead
Death Roller 90,000 7+ Dwarf (Longbeards only)
Explosive Bomb 40,000 8+ Chaos Dwarf, Dwarf, Goblin
Pogo Stick 20,000 10+ Goblin
Poisoned Dagger 30,000 10+ Amazon, Chaos, Dark Elf, Human, Lizardmen, Skaven
Stink Bomb 20,000 10+ Goblin, Snotling

MBBL/MBBL2 OFFICIAL BLOOD BOWL SECRET WEAPONS

Weapon Cost Penalty Roll Teams used by
Ball & Chain 20,000 8+ Araby-Holy (Dervish only), Araby-Unholy (Dervish only), Night Goblin (Night Goblins only)
Blunderbuss 30,000 10+ Chaos Dwarf, Dwarf, Gnome, Half-Orc, Human, Skaven (Jezzail), Wild Cards
Cannon 30,000 7+ Dwarf (Longbeard only)
Chainsaw 60,000 8+ Amazon, Chaos, Chaos Beastmen, Chaos Dwarf, Chaos Halfling, Chaos Warrior, Dark Elf, Dwarf, Gnome, Goblin, Half-Orc, Halloweenies, Human, Norse, Orc, Skaven, Undead, Wild Cards
Death Roller 90,000 7+ Dwarf (Longbeard only)
Doom Diver Catapult 50,000 8+ Goblin
Explosive Bomb 40,000 8+ Chaos Dwarf, Dwarf, Gnome, Goblin, Nipponese (Ninja or Skaven Gutter Runner ally only)
Hot Pot 30,000 9+ Halfling
Killdozer 90,000 7+ Dwarf (Longbeard only)
Net team (Netter/Big Stik) 40,000/20,000 9+ each Night Goblin
Pogo Stick 20,000 10+ Goblin
Poisoned Dagger 30,000 10+ Amazon, Araby-Holy, Araby-Unholy (living players only), Chaos, Chaos Beastman, Chaos Warrior, Dark Elf, Draconian, Forest Goblin, Half-Orc, Hobgoblin (Sneaky Git only), Human, Lizardmen, Nipponese (Ninja or Skaven Gutter Runner ally only), Pixie, Skaven, Slaanesh Elf, Slann, Wild Cards
Quarterstaff/Bo Stick 30,000 9+ Albion Wanderers (Men-at-Arms or Shallya ally only), Nipponese (Ninja or Skaven Gutter Runner ally only), Shallya
Sigmarite Hammer 40,000 10+ Sisters of Sigmar
Snotling Pump Wagon 130,000 7+ Snotling
Stink Bomb 20,000 10+ Gnome, Goblin, Nipponese (Ninja or Skaven Gutter Runner ally only), Skaven (Poison Wind Globes), Snotling
Throwing Stars 40,000 10+ Nipponese (Ninja or Skaven Gutter Runner ally only)

OTHER UNOFFICIAL SECRET WEAPONS (not useable in GW or MBBL/MBBL2 games)

Weapon Cost Penalty Roll Teams used by
Blind Dust 10,000 10+ Halfling, Nipponese
Blowgun 20,000 10+ Forest Folk, Forest Goblin, Halfling, Lizardmen, Nipponese, Pixie, Savage Orc, Slann
Spike Free 10+ Any player from any team as long is not a Big Guy or have the Honorable trait

GW Official Blood Bowl Secret Weapons

BALL & CHAIN - Penalty Roll: 8+

A player that takes a Ball & Chain weapon has his MA turned to 4.

Fanatics carry a huge ball and chain, a weapon so large that it would be impossible for them to pick it up under normal circumstances. The Fanatic's strength, however, is boosted by a strange and potent form of fungus beer or regilious fury, enabling the player to swing the heavy ball round and round. The player is carried onto the field by the rest of his team, and held firmly in place until the kick-off whistle is blown. Free at last, the deranged player starts to whirl round 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 where he is going, and will happily plough through players from his own side if they get in the way!

Fanatics do not have a tackle zone and are only allowed to take Move actions. They must be the first model of their team to take an action. If the coach moves another player first then his opponent can make an illegal procedure call just as if the player had forgotten to move the turn counter.

Fanatics are never allowed to pick up or catch the ball, and can't be used to assist other players in a block. The Fanatic can move up to his MA per turn (no GFI), but unfortunatly the coach has very little control over which squares he will move to! To see where he moves, place the Throw-in template over his head facing up or down the pitch, or facing toward either sideline. Note that you use the Throw-in template rather than the scatter template. This gives you some control over the direction the Fanatic moves in, but not a lot! Roll a dice and move the Fanatic into the square indicated by the dice roll. Repeat this procedure for all squares of the Fanatic's move. You may change the facing of the Throw-in template after each square of movement and, as no opposing player would be dumb enough to try to tackle the Fanatic, he never has to make a dodge roll to leave a square.

Now for the fun bit. If the dice roll indicates that the Fanatic will enter a square occupied by a player of either team, then he must throw a block against that player. The Fanatic's Strength counts as being '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 muct occupy the square the opposing player was in (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, he is automatically injured as the chain wraps itself round his neck. Roll for injury as normal, but count 'Stunned' results as KO'd instead.

The Fanatic can keep moving after he has made a block, if he has any squares of movement left, and is allowed to throw more blocks, in fact he must block the occupant of any further occupied squares he moves into. Sometimes a Fanatic will be forced to move into a square that contains a prone player. In this case simply 'force back' the prone player, representing them desperately rolling away from the Fanatic!

After you have finished the Fanatic's move, you must roll a dice to see if he has become exhausted. On a roll of 2-6 the Fanatic may remain in play. On a roll of 1 the Fanatic collapses in a heap and must be placed in the Dead and Injured players box. Roll the dice again to see what has happened to him: 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 (Badly Hurt). MBBL2 RULE: You can use your Apothecary to try and restart the Fanatic's heart ... he will be consider Badly Hurt if you succeed.

The only player in an opposing team that can attempt to block a Fanatic is another Fanatic. Should this ever happen both players are automatically knocked over.

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BLUNDERBUSS - 30,000 gold - Penalty Roll 10+

In battle the Chaos Dwarf 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 Dwarf hadn't been playing Blood Bowl for very long before one enterprising player, depressed by his team's appalling inability to pass the ball, came up with the idea of using a blunderbuss to fire the football down the field (other teams soon came up with their own blunderbusses to even up the game.)

The idea proved to be remarkably successful. The football could be squeezed into the end of the blunderbuss where it formed an airtight seal, and then at the appropriate moment the blunderbuss could be fired, 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 luck the ball would plummet down in the general vicinity of another team player, although as often as not the ball landed well wide of the mark. Either way the blunderbuss player is happy, because at least the ball was deep in the opposing half of the field!

A Blunderbuss player who is holding the ball and armed with a blunderbuss may use it to fire the ball down the field. The Blunderbuss player is not allowed to do anything else when he fires the ball, because he needs the time to stuff the ball into the muzzle of the blunderbuss.

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 dice to see where the ball comes down. On a roll of 1-3 it scatters in exactly the same way as a kick-off (ie, it scatters the number of squares equal to the roll of a dice in a random direction). On a roll of 4-6 the ball is bang on target and may be caught by a player in the target suare in the same way as an accurate pass.

After the blunderbuss has been used it may not be fired again until after touchdown is scored or half ends. This is to allow time for the weapon's user to reload it with a fresh charge of gunpowder!

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CHAINSAW - Penalty Roll: 8+

No one remembers when chainsaws were first seen 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 taht 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.Probably the most likely explanation is that McStone was both the weapon's originator and it's 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 chainsawis here to stay.

A player can't enter the field with a running chainsaw (it's very difficult to sneak it past the ref!), so he must get the thing started before he is allowed to use it.

Turning the chainsaw on 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 mofiers apply to this dice roll. If the roll succeeds the player has managed to turn the chainsaw on, and is allowed to attack with it in any succeeding turn. If the player fails to start up up the chainsaw he is not allowed to atttack with it, though he can try to start it up again in a future turn.

Failing to start a chainsaw doe NOT count as a turnover, and does not end the moving team's turn. The chainsaw must be restarted if it is used again after a touchdown has been scored or a half ended.

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. A running chainsaw is a dangerous thing to carry around, and so if a player holding a chainsaw falls over for any reason, the opposing coach is allowed to add +3 to his Armour roll to see if the player was injured.

A player armed with a chainsaw is allowed to use it to attack other players instead of making a normal block. When the chainsaw is used to make an attack, do not roll the Block dice. Instead simply make an Armour roll for the victim adding +3 to the score. If the roll beats the victim's armour value then they are injured- roll on the Injury Table. If the roll fails to beat the victim's armour then the attack has no effect. A player armed with a chainsaw may 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 - 90,000 gold - Penalty Roll 7+

One of the most spectacular, if not the most efficient, secret weapons fielded by any Blood Bowl team is the Dwarf Death-Roller (or the Skaven Doom Wheel). The DeathRoller was first used by the Dwarf Warhammerers back in '64 and has been a regular part of many Dwarf teams' arsenal ever since. The Death-Roller's continuing popularity is no doubt to the fact that it's so easily improvised from the rollers found at the more sophisticated and well-kept grass-laid stadiums. Referees have done their best to keep the 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 after a touchdown has been scored before they try to throw the Death-Roller out of the game. Getting in the way as the machine first roars onto the field is just too dangerous!

On the whole a Death-Roller is treated like a normal player, albeit a very strong one, using characteristics and skills printed on the Death-Roller Star Player card. However, to reflect the machine's unique properties, the following special rules apply. A player who takes a Death Roller as a secret weapon has their stats chang e to 4/7/1/10 with Mighty Blow, Stand Firm, and Multiple Block. A Death Roller player may NOT earn star player points. Exception note: the Doom Wheel can earn SPPs.

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 one. Death-Rollers may attempt to move extra squares, but if they 'fall over' it is assumed that boiler has blown up (see below for the effects). A Death-Roller is at it's most deadly when it is used against prone players who cannot move out of the way. To represent this, if a Death-Roller is used to foul a player lying on the field, then 6 is added to the Armour roll to see if the prone player is injured.

Death-Rollers that are knocked over by a block, or by the use of a Wizard's spell or a Special Play card, or whose bolier blows moving extra squares, or that suffer an injury in any way, are wrecked for the rest of the game. Remove the model from the field and place it in the Dead and Injured player's box in the Dugout to show this. The Death-Roller may not be used again that match, though it will be repaired in time for the next game. Serious Injuries reflects damage to the DeathRoller itself and can accumulate. If an injury result of Death is rolled, then the Driver has been killed and the DeathRoller is removed from the roster (note: an apothecary roll is allowed to save the Driver in this case only ... success places the DeathRoller as Badly Hurt for that game.)

A team can never have more than one Death Roller.

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EXPLOSIVE BOMB - 40,000 gold - Penalty 8+

A favourite weapon of many of the more psychopathic Blood Bowl players is that old standby: 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 tend to be rather primitive affairs, made from a round metal case filled with gunpowder, with a fuse poking out of the top.

When the Bombardier decides to throw the bomb, he lights the fuse, waits for a couple of seconds to make sure it is fizzing along nicely, and then lobs it towards an oppossing 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 team as 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 dice 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 to 6 he gets the fuse alight and may thow the bomb. If a player holding a lit bomb falls over for any reason (because of a Special Play card or a Wizard's spell, for example), then the bomb will scatter one square and then explodes as described below.

The bomb is thrown using the rules for throwing the football. The bomb may be intercepted or caught, in wich case the player catching it must throw it again immediatly. This is a special bonus action wich takes place out of the normal sequence of play.

For the second (and any subsequent) throws a dice roll must be made to see if the bomb goes off in the (new) thrower's square. For any throws after the first the bomb goes off in the thrower's square on a roll of 1,2 or 3.

If the bomb lands in a square with a player who decides not to catch it, or if it lands in a 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 on a square that is occupied by a player.

When the bomb finally does explode - either because a dice roll is failed or because 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 roll of 4+. Make Armour and Injury rolls for any players knocked over by the blast as normal.

Throwing a bomb does NOT count as the team's pass action for that turn, and you can throw more than one bomb per a turn if more than one player has Bombs as weapons.

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POGO STICK - 20,000 gold - Penalty Roll 10+

Goblins have a well-deserved reputation for their inventive cruelty and their legendary ability to come up with diabolical (and often self-destructive) sneal plays. Goblins are the only Blood Bowl players insane enough to take tot the field on a pogo stick, the fiendish creation of former Lowdown Rats coach Pogo Doomspider. Pogo, alas, 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 than the normal two. In addition, the Goblin may use the pogo stick to leap over occupied squares in exactly the same way as if he had the Leap skill MBBL clarification: although 4th edition limited Leap to only one use per a turn, a Goblin Pogo Stick player can use Leap from his pogo stick as many times during his turn as he has movement to do it).

A player with the leap skill is allowed to attempt to jump over an adjacent square, even those occupied by prone or standing payers from either team.

Making a leap costs the player two squares of his normal movement (ie you cannot use Go For It square to leap). In order to make the leap, move the player to any empty square adjacent to the square that they are leaping over, and then make an Agility roll for the player. No modifiers apply to this dice roll at all.

If the player successfully makes the dice roll then they make a perfect jump and may carry on moving (and may leap again if they have enough movement remaining). If the player fails the Agiltiy roll then they fall over in the square that they were leaping to, and the opposing coach may make an Armour roll to see if they are injured.

A failed leap counts as a turnover, and the moving team's turn ends immediatly.

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POISONED DAGGER - 10,000 gold - Penalty Roll 10+

It is rare a Blood Bowl player can resist the temptation to sneak a weapon on to the field in order to help out against those really though opponents. More often than not the weapon chosen is a dagger wich is both easy to hide and can often be used without the referee spotting it. Some particularly evil players will even take to covering the dagger with a fast-acting poison so they can really spoil their victim's day.

A player armed with a poisoned dagger may use it to attack another player instead of throwing a block at them. Make armour roll for the victim. If the score is less than or equal to the victim's armour value than the attack has no effect. If the score beats the victim's armour value then they have been stabbed by the dagger and an Injury roll must be made. Treat a 'stunned' result on the Injury Table as a KO'd result, because of the poison. Once the dagger has been used to succesfully stab a vicitm (ie, they failed their Armour roll), then the poison is wiped off and the dagger causes injuries as normal until after a touchdown is scored or the half ends.

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STINK BOMB - 20,000 gold - Penalty Roll 10+

The stink bomb is treated EXACTLY the same as the rules for an explosive bomb with the following exception. Players in the square where the stink bomb ends up and all adjacent squares fallover coughing and choking. Lie them face up on the field but do not make an Armour roll for them. Players falling over in this way do not cause a turnover unless one of the players was holding the ball, in which case they drop it and it scatters one square.

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MBBL/MBBL2 Additional Allowed Secret Weapons

CANNON - 30,000 gold - Penalty Roll 7+

You may set up the Cannon when setting up the team for the kick-off. It must face the opponent's End Zone and may not be moved once set-up. Inside is the Cannon player (the player purchased at the same time to use the Cannon.) The player in the Cannon may be handed the ball (roll to see if he drops the hand-off as normal), but may not do anything else until he is fired from the Cannon. The Cannon may be blocked if the Cannonball player is still in it as if it was an ST 7/AV 10 player with Stand Firm. If the Cannon is knocked down, it cannot be used for this drive and the Cannon player will be stuck inside. If the Cannon's armour is broken, make an injury roll for the Cannon player without any modifier (the Cannon prevents them). If the Cannon player is killed without being healed, the team loses the Cannon also. A Cannon cannot take the pitch without the Cannon player.

The Cannon may be fired by any player from either team in an adjacent square to the Cannon as his action for the turn (a player may not move to a square adjacent to the Cannon and fire it in the same turn). The Cannon will also be fired if magically fire or lightning cross the square it is in. Once the Cannon is fired, roll 4D6 and add the scores together to see how many squares the player in the Cannon is fired. The player lands using the rules for creatures thrown by large monsters from the Blood Bowl main rule book (the Cannon is always accurate so the Cannon player so the landing roll is made with no modifiers for being thrown). If he goes over the End Zone and has the ball, he scores a TD, but is Seriously Injured when he (crash) lands! If the Cannon is banned by Ref due to the Penalty Roll, the player that was in the Cannon is banned for the rest of the game as well.

A team can never have more than one Cannon.

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DOOM DIVER CATAPULT - 50,000 gold - Penalty Roll 8+

The Catapult is the only secret weapon for which you by the secret weapon for the team not a secret weapon player. The Catapult does not count as an individual player for roster purposes, but does figure into the team rating. You can never have more than one Catapult on the team roster. If a Catapult fails its secret weapon roll, then the referees have made the team remove the Catapult from the sidelines/Dugout for the rest of the match.

The Catapult is placed in its own square on the pitch. The Catapult cannot be moved while it sits in an opponent's tackle zone. The speed at which the Catapult is moved is dependent on the Movement Allowance (MA) of the player moving it. The Catapult requires a player with Strength 2 to move it. The Catapult may be moved by any adjacent player the distance of their MA. The Catapult can be blocked by an opponent, hence its ST and AV characteristics (the Catapult is ST 4, AV 9). If a Catapult is knocked down but not injured, one player who starts his turn adjacent to the Catapult (ie doesn't move) and is not in an opposing tackle zone can use all of his movement allowance to set the Catapult back upright. If it is Injured (but not Killed), place it in the Dead and Injured box of the dugout and consider it damaged. A Mecanik may attempt to fix it before the next match (Mecaniks cannot repair killed Catapults). The Catapult cannot be moved and fired in the same turn. A Catapult used multiple times during a drive, but only by one Loony each turn (and only a Loony may use a Catapult).

When using the Catapult to launch a Loony, the following rules apply. The Loony must be adjacent to the Catapult. The Coach must then declare his intended target anywhere on the pitch (up to Long Bomb range) using a V pattern of squares in the direction that the Loony would be launched by the Catapult (the catapult is assumed to be facing whatever direction would place the Loony behind it.) Then a single Blocking dice is rolled to determine if there was a misfire. A 'Skull' result means the Catapult has misfired - roll on the Misfire Table below. On any subsequent launches from this Catapult during the same game, both the 'Skull' and 'Both Down' results in a misfire. If there isn't a misfire, the Bat-Winged Loony is launched skyward and must make a landing roll. Note: while the launch is always accurate since the Catapult is a little shaky there is a cumulative -1 penalty to the landing for each passing band past Quick (so -1 Short, -2 Long, -3 Long Bomb) and a +0 as normal for Quick range. A Loony launched from a Catapult cannot move or act after landing (like he can with the Throw Team-Mate skill).

MISFIRE CHART

1D6

Result

1-2

DAMAGED. Catapult is broken and cannot be used again until it is repaired by a Mekanik.

3-4

DISABLED. Catapult needs tinkering. A player must spend the next entire Team Turn working on it. It can then be fired again on the subsequent team turn.

5

BOUNCE. The Loony slips and is shot more or less horizontally forward, bouncing along on his belly until he hits something solid. He goes forward D6+10 squares, and hits the first thng in his path. If he hits a player, consider it a ST6 Block against the victim and resolve it. Regardless of the outcome, this will result in a turnover for the Goblin team and the opponent may make an Armor roll to see if the Loony is injured.

6

WILD SHOT. Catapult slips in its mounting, spinning around and launching the Loony randomly into a high arc in the air. Place the Scatter Template over the Catapult, roll for direction, then determine the distance travelled by rolling a D6+5 squares. The Loony will land in this square head first. Make an injury roll with a +2 modifier. This will result in a turnover. If the Loony lands in the crowd make the +2 modified injury roll and then roll for a crowd injury roll and use whichever result injures the Loony the most.

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HOT POT - 30,000 gold - Penalty Roll 9+

This weapon may on be used if the Hot Pot secret weapon player is in uninjured Reserves and normally needs two uninjured teammates to assist him fire it (but can still fire the Hot Pot if there is at least one uninjured teammate to help him). Once per half, during his turn the Hot Pot player may fire the Hot Pot onto the field using rules for a Hail Mary Pass with a -1 modifier if there is only one teammate helping. If a modifed 1 or less is rolled then the Hot Pot has slipped and spills all over the players trying to fire it. Make an armour roll for each of the three (or two) players firing the Hot Pot. 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. Note: Referees are onto this Halfling trick, so penalty rolls are made for the Hot Pot player at the end of any drive that he stayed in the Reserves (rather than the normal rule of his being on the pitch).

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KILLDOZER - 90,000 gold - Penalty Roll 7+

A player using a Killdozer has his stats permantently changed to 4/7/1/10 with Stand Firm. The Killdozer moves in a special manner. If there are any players in the 3 adjacent squares in front of direction that the Killdozer is moving, it must try to push all of them back to keep moving. Combine the strength of all players (including prone/stunned ones) in the 3 squares and roll block dice against them using a strength of 10 for the Killdozer, ignoring offensive and defensive assists and any of the defending players Stand Firm/Side Step abilities. If the result is that ALL defending players are pushed back or knocked down, then the Killdozer advances one square and all defending players are moved back one square in the direction the Killdozer is moving.
Note 1: Side Step may not be used to change the direction of the push for a player.
Note 2: Ignore knockdown result for a player that is already prone/stunned.
Note 3: if the result was knocked down, place the player knocked over, the armour and injury rolls will be done at the end of the Killdozer's movement.
Players pushed back by the Killdozer (either upright or down) can be moved into occupied squares. The player originally in the square is displaced one square, just as if they had been pushed back themselves (and can, in turn, force another player to be pushed back.) Players in a chain of pushbacks are knocked over if the original player was knocked over, and remain standing if the original player remained standing.

Once you have have resolved the pushback chain, the Killdozer may move and push again following the above rules, if it has movement left. When the Killdozer is finished moving or is knocked down, make armour and injuries rolls for any player that was knocked down during the Killdozer's movement.
Like the Deathroller, the Killdozer has some Dwarven engineering special rules. The Killdozer can ignore enemy tackle zones as it moves and never has to dodge in order to leave one. The Killdozer may attempt to move extra squares, but if it 'falls over', it is assumed that the boiler has blown up (see below for effects.)

A Killdozer knocked over by a block, or by the use of a Wizard's spell or a Special Play card, or whose boiler blows moving extra squares, or that suffers an injury in any way, is wrecked for the rest of the game. Place the Killdozer in the Dead and Injured box in the player's Dugout to show this. The Killdozer may not be used again that match, although it will be repaired in time for the next game. While the Killdozer treats injury rolls of Seriously Injuried as Badly Hurt (no apothecary roll allowed), if the injury result is Dead for a DeathRoller, then the Driver has been killed and the Killdozer is removed from the roster (note: an apothecary roll is allowed to save the Driver in this case.)

Although a Killdozer player can earn star player points, he never gets to make star player rolls for possible new skills.

A team can never have more than one Killdozer.

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NET TEAM: Netter - 40,000 gold - Penalty Roll 9+ AND Big Stik - 20,000 gold - Penalty Roll 9+

NOTE: you cannot field one half of a Goblin Net team without the other half. However, if one half is removed from the field due to injury, etc., the other half may finish out the drive. Make a secret weapon roll for EACH half of the Net team at the end of any drive that they were on the pitch.

Net: Goblins armed with nets can fling them at the opposition once per drive. Nets may only be thrown at Quick and Short pass distances, and can not be intercepted or caught. Any player with Dodge or Sidestep can attempt to avoid the incoming net by succeeding on an Agility roll at -2. Once hit (and pinned) by the net, a player must make an unmodified strength roll every turn before moving. Failure halves the pinned player's movement for that turn (rounded down). Pinned players can block and be blocked as normal.

Big Stik: Instead of taking a normal action (Pass, Foul, Block), a goblin armed with a Big Stik can attempt to bean an adjacent player. Roll against the opponent's armor at +1. If the roll is successful, place the opposing player prone and make an injury roll at +1. Goblins wielding Big Stiks are considered to have Mighty Blow for any block they make (although it's unlikely they will, as it's usually easier just to aim for the head and swing!)

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QUARTERSTAFF/BO STICK - 30,000 gold - Penalty Roll 9+

A player carrying a Staff (Quarterstaff) onto the field gains the skill Mighty Blow, in addition when making a Block the player may chose to gain +1 Strength for the Block OR use the skill Multiple Block.

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SIGMARITE HAMMER - 40,000 gold - Penalty Roll 10+

The Sigmarite Warhammer gives the player holding it Mighty Blow. In addition if the opposing team roster contains any base or allied player from an Undead, Daemon, or Chaos team (Chaos, Chaos Beastmen, Chaos Warrior, any of the 4 Daemon teams, Minotaur, Slaanesh Elf, Fimir, Spirit, Undead, Khemri, Lycanthrope, Halloweenies, or Vampire), the Warhammer makes the player's Strength 5 for this game.

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SNOTLING PUMP WAGON - 130,000 gold - Penalty Roll 7+

When a Snotling is purchased with a Snotling Pump Wagon secret weapon his stats are changed to:

MA

ST

AG

AV

Skills

Special

D6+1

7

1

9

Mighty Blow, Multiple Block, Stand Firm

Annoying

The Snotling Pump Wagon can earn star player points, but cannot ever make a star player rolls to earn new skills/stats.

After a rather bloody display of Dwarf brutality - crushing nine unlucky goblins under a rampaging Deathroller, the Bog Boyz Head Coach, Grot Bilegut, was heard to exclaim, "We'z gotta get wun of dem zoggin fings!" With a bit of brewed inspiration, the next time the Bog Boyz took to the pitch they were accompanied by their "zoggin" Pump Wagon. The Pump Wagon is very popular with Blood Bowl fans as it rocks and teeters while sputtering forward leaving a trail of broken bodies in its wake.

A Pump Wagon is treated like a normal player, a very unique and highly annoying one, using the characteristics and skills in a similar fashion to the dreaded Dwarf Deathroller. To reflect the contraption's properties, the following special rules apply.

The Pump Wagon is too large and unpredictable to be tackled, therefore it can ignore enemy tackle zones when it moves - it never has to make Dodge roll. The speed of the Pump Wagon tends to be unpredictable as the crew squabble over which of them is going to operate the pump. This means that the contraption tends to go forward in fits and starts, sometimes quite quickly but at other times embarrissingly slowly. The Snotlings onboard steer the Pump Wagon by leaning precariously to one side or the other. The Coach has little or no control over the Pump Wagon. To represent this,place the Throw-In Template over the front end of the Pump Wagon and roll for its heading. Should the Pump Wagon slam into any player, standing or prone, (friend or foe) the Snotlings sway back and forth from the impact, and the Pump Wagon lurches onward in a new direction, until the determined number of squares have been moved. The Pump Wagon fails a Block by getting itself knocked over, or if it careens of the pitch into the stands or dugout. The Pump Wagon may never attempt to Go-For-It to move extra squares. Once the direction has been derermned, the Pump Wagon can move D6+1 movement per Team Turn, simply roll for movement. The Pump Wagon must use all of its alloted move unless it goes off of the pitch or is knocked over.

A Pump Wagon is most deadly when rolling over the top of prone players (friends or foes, Snotlings don't discriminate) who cannot get out of the way. To represent this, add +6 to the Armor roll to see if the prone player is injured. The use of the Pump Wagon does not count as the team Blitz or Foul action.

The Snotlings onboard the Pump Wagon are too busy attempting to annoy other players, or frantically working the pump, therefore the Pump Wagon may never attempt to pick up the ball or carry it in any way. Moving through a square with the ball in it causes the ball to scatter. A Pump Wagon knocked over by a Block, Wizard's spell, or Special Play card, or which suffers an injury in any way, is considered wrecked for the rest of the game. Remove it from the play and place it in the Dead and Injured box of the dugout. The Pump Wagon is considered damaged, but may be repaired before the next match if the team has hired a Mechanik. Note: you should still make an armour and injury roll if the Pump Wagon is knocked over as the Mechanik cannot repair Killed Pump Wagons (the damage is too great.)

Should the Pump Wagon rumble off the pitch and into the stands make an Injury roll for the Pump Wagon, to determine possible damage. If the result is Stunned, the Pump Wagon is considered stuck (but undamaged) in the stands for the rest of the game.

ANNOYING: The Snotlings aboard the Pump Wagon have the unique ability to annoy any adjacent player with their assorted sling-shots, poky sticks, or thrown objects, into a distracted enraged immobility. The Snotlings may do this either before or after the Pump Wagon has moved. Annoying other players is a free action, and does not interfere with any other actions the Pump Wagon might do. The Snotlings may annoy any, or all adjacent opposing players. Choose the first player the Snotlings attempting to annoy and roll a D6. If the score is greater than the victim's Agility, then the victim is Annoyed and loses their tackle zone for the rest of the Team Turn. If the score of the dice is less than or equal to the opponent's Agility then the Snotlings have failed to annoy their victim. Subsequent players the Snotlings attempt to annoy during the same turn are subject to a cumulative -1 modifier on their Agility roll (e.g. -1 for second player, -2 for third player, etc...), which represents the diminished efforts of the little buggers to concentrate their annoying efforts on more than one player.

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THROWING STARTS - 40,000 gold - Penalty Roll 10+

A player with the Throwing Stars has a supply of Poisoned shuriken that allow him to make a one dice Block against any player - no matter what their strength - within range of a Quick Pass but not in an adjacent square. Note: if the opponent or Throwing Stars player go down they go down in the square they are standing in (no push back). An opponent may use Block and Dodge skills to effect the Throwing Star block dice roll.
Resolve the Block die as follows:
Push Back - Throwing Star missed.
Opponent Down - resolve as normal (make normal armour and injury rolls.)
Both Down - Opponent goes down (make an armour and injury roll as normal). Throwing Star player makes an agility roll - if failed, the Throwing Star play nicked his own finger during the throw and will fall down (make armour and injury rolls). This will cause a turnover.
Skull - Throwing Star player makes an agility roll. If failed, the throwing star player has poisoned himself and will fall down. Make armor and injury rolls as normal. This counts as a turnover.
Note: Team rerolls or the Pro skill can be used to re-roll this agility roll for failed throwing star throws.

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Other Blood Bowl Secret Weapons (not approved for GW or MBBL/MBBL2 games)

BLIND DUST - 10,000 gold - Penalty Roll 10+

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.

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BLOWGUN - 20,000 gold - Penalty Roll 10+

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.

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SPIKE - Free - Penalty Roll 10+

Spike adds +1 to all armour and injury rolls.

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