Blood Bowl Compendium .1doc
Blood Bowl Compendium .1doc
For those of you that can remember as far back as White Dwarf 197 (yes, I know it’s an extremely
long time for some of you to cast your minds back to! – Ed), you will recall the Gary Morley interview
within which you got just a tiny glimpse of Gary’s truly amazing 90mm Blood Bowl miniature (Shouldn’t
that be Blood Bowl massive? – Ed). Well, we liked it so much that we ‘lifted’ it to do out rather splendid
cover!
As ***’s Law would have it Gary found out, so we had to give it back (Yah! Boo! N’ stuff! – Ed). It did
give us ample opportunity to ‘grill’ Gary about his bloomin’ marvelous bit of sculpting though…
Gary introduced us to his long running an highly successful Blood Bowl team ‘Morley’s Marauders’,
that had ‘kicked the stuffing’ out of most of the other Studio teams. Gary had become particularly
attached to a certain player by the name of ‘Deathblow’, a sixty-six match veteran, who was made
‘Most Valuable Player’ fifteen times and became the only player to make it all the way through the
Studio League without being killed, retired, or out because of continuous injury. Considering that the
Studio is made up of some of the most bloodthirsty, unhinged miscreants imaginable, that’s some feat!
(I would like to take this opportunity to state that I in no way endorse this most nefarious opinion Mr.
Dews, Sir – Ed) Anyway, back to the story, it was this player that so inspired Gary that he just had to
immortalize Deathblow in some way, and so he did… by making a special 90mm tall model of this
model of this amazing player. Being a modest fellow and in no way narcissistic Gary modeled
Deathblow on… himself!
Naturally, we decided to make Deathblow into a Star player for all of you smart enough to
buy this seriously groovy publication! Now of course, you have to decide whether you want
to cut up your ‘special, limited edition, probably worth 16p in a few years time Compendium’
to use him in one of your games or reach into your very deep pockets with those deceptively
short arms of your and buy another one! Alternatively you could just photocopy it, because
we suppose we’ll give you permission.
Human
Deathblow Blitzer 170,000 7 4 4 9 Block, Frenzy, Leader, Mighty Blow Human
WELCOME
TO THE CITADEL JOURNAL BLOOD BOWL COMPENDIUM
By Jervis Johnson
Blood Bowl, probably more than any other game in out range, owes a huge debt to the feedback
received from the real-life coaches that player the game. What’s more those coaches’ enthusiasm for
the game has meant that it has been produced in three different editions since it first came out in
1986, and has now been re-launched for a fourth time as the fist game in what we hope will be a
series of ‘classic’ game reprints from out back catalogue. Nowhere has the enthusiasm for Blood Bowl
been more evident than on the pages of the Citadel Journal. Over the years it has published numerous
articles about the game, all of a high standard, an all, with one exception, have been written by
readers of the Journal (the exception being the Big Guy rules written by me!)(I see, so Jervis doesn’t
read our mag then – Ed).
Enter Andy Jones, chief of GW Publishing. Andy is always eager to expand his burgeoning publishing
empire, and had nit on rather a cunning plan; why not take all of the articles published in the CJ about
Blood Bowl, and stuff them into a single compilation volume? Now Andy is an enthusiastic fellow and
can be very persuasive too (especially when he camps out in your office and refuses to leave until you
say ‘yes’), and pretty soon he’d convinced everybody that this was the best plan ever conceived by
anybody ever, that it would make us all rich men, be hailed as the publishing event of the decade, etc,
etc. Not that I needed much persuading of course, as I’ve liked all of the articles that have appeared. I
also happened to mention to Andy that there was some stuff I’d written that had never been published,
and that he could use it if he wanted it, which, being an enthusiastic fellow and never having known to
say ‘no’ to anything that was free, he did!
The results of Andy’s zeal you now hold in your hands, and I’m sure that you’ll agree with me that it
was worth the effort. So, if you fancy allowing teams of Daemons(!) in your league, or want to scratch-
build a stadium for your team, or include rules in your games for spiky balls (Ouch! – Ed), then you’ll
find out how to do so, along with many other things, within these pages. The only proviso is, of course,
that the rules here are not official and therefore can only be used with an opponent’s, or the League
Commissioner’s, consent. I also have to warn you that a lot of the stuff written by me that’s been
included here has not been fully play-tested, and you should therefore feel free to modify the rules to
suit your own league’s requirements – or, to put it more bluntly, I’m not sure they’ll work!
Jervis Johnson
TILEAN LEAGUE
By Riccardo Nagliati
THE ORIGINS
When we first started out League, the Death Zone supplement had just been published in Italy but in
our gaming club (named the Hobbit Tower) some people already knew the former editions of Blood
Bowl, though a ‘Regular Season’ had never been played before.
So after playing some matches to show how the game worked, the Veterans decided to run a League
with 16 teams, each player could coach one team only and was given the usual 1,000,000 gps to buy
players, fan factor and rerolls.
The League was divided into 4 conferences: North, South, East and West, each consisting of 4
teams. The teams were assigned to their conferences randomly so it was possible to have a
conference consisting entirely of teams from the same race. Here is an example of how a
conference might look –
NORTHERN CONFERENCE
The first game of the championship was played between two teams from the same conference.
The second game was a crossover.
Week 1 Week 2
Similarly the second, third and forth ranked teams in each conference played their opposite
numbers. The following game was then a crossover.
Week 3 Week 4
During weeks 5 and 6 return matches were played, effectively repeating the first two weeks. Weeks 7
and 8 follow the same format as weeks 3 and 4 although, by then, the ranking would probably have
changed.
At the end of Week 8 the conference tables are re-evaluated once again and the top teams from each
conference go through to the semi-finals.
The Semi-finals are played until one team is victorious. Draws are not permitted. The two winners of
each game then face one another in the final. The two losing teams play one another for the third
place.
This system seemed to work quite well so long as we had only 16 teams participating in our League
but a number of considerations had to be made about the system itself.
First of all, at the beginning everybody was enthusiastic but after losing a few matches (and having
some players killed), some coaches started to become less interested in a Championship that seemed
to be pretty frustrating for them: they either quitted the matches or even withdrew their team from the
competition. Secondly, we hadn’t taken counter-measures to penalize coaches that voluntarily
forfeited a match so it was just too simple for an Elven coach to refuse to play against a tough team,
like Orcs or Chaos for example, in order to save his team from the inevitable casualties that occur in
such matches. At that time we just accrued 3 points for a victory, 2 for a tie and nothing to the loser
even if he abandoned a match; in this way a team that has collected enough points in the previous
games can afford to lose 3 points and can still have access to the finals without running the risk of
having half the players seriously injured! It seems strange but the coaches conceived all the dirtiest
tricks to get to the finals!
So, after the 1st championship, we worked to improve out playing system.
First of all we decided to stop the forfeit match problem; it’s really true that this is an unfair way of
playing, not only because it allows the coach to ‘preserve’ his team, but at the same time if doesn’t
give the opponent the possibility to gain SPPs or to collect money at the end of a match. Secondly, we
agreed that Blood Bowl is a game, all in all, and it’s nice to play not only because your team becomes
more powerful, but above all, because you have fun. Thus we elaborated a system that encouraged
coaches to go on playing even if their team didn’t perform too well.
The corrected version of our Championship worked as follows: we had 5 Conferences with 4 teams
each; we still had ‘inter-divisional’ matches and return matches as before but instead of getting to the
finals straight away we had the ‘Play Offs’ and the ‘Play Outs’. In fact we took the highest ranked
teams in the Conference (i.e. 5 teams) and the 3 best teams that ranked second in their Conference
(we call them ‘rescued’ teams) and put them into the Play Offs where they played in direct matches
(matches with no tie allowed) and continued that way to the Blood Bowl final.
On the other hand, the remaining 12 teams went into the Play Outs and played in direct matches so
after the first round you had 6 losers and 6 winners; next the 6 winners played another direct match so
you had only 3 undefeated teams left. Then each of these remaining teams had to play the last round
of matches (note that here a tie was perfectly allowed): the 1st team vs. the 2nd, the 2nd vs. the 3rd and
the 1st vs. the 3rd. The team with the best score was the Play Out Champion (or rather it was the 12 th
ranked team in the final chart).
Of course the 6 losers did the same but they only played direct matches. In this way every team was
awarded something, every coach was happy, (or at least should be unless he had too many players in
the injury box) and, last but not least, every team, except those participating in the finals, had played
the same number of matches, which is very good if you want to keep your League balanced.
After our first Championship we decided to include both Star Players and Freebooters but we agreed
on a selection system which is similar to the one used American Football and Basketball. At the
beginning of the Championship, before the 1st match, each team was allowed to choose one Star
Player (of course according to the rules printed on the Star Player Card, so for example Griff Oberwald
could only play in Human teams an so on) if there were enough gps in the Treasury to buy him.
Note that the first team to choose was the last ranked team at the end of the Championship and so on
to the Blood Bowl Champion, which was the last to make a choice among the Star Players that were
still available.
Also note that our Star Players were unique, we only had one Morg N’Thorg, one Griff Oberwald and
so forth. To compensate the relatively small choice of Official Star Players we included the ones
present in the former editions of the game (Frank ‘n Stein and Ramtut III for example).
If coaches could afford more than one Star Player they had to make another draft round, always
starting from the last ranked team.
Our Star Players are allowed to play in the team for a limited period of time: we think that one
Championship and one Cup is enough. Then they leave the team and must be re-bought if you want to
field them again. This proved to be a very useful device to prevent teams from dominating a League
for a long time.
Even if the ‘draft’ system worked well and added a lot of fun to the game, after a couple of
Championships we decided to drop it, simply because it was quite difficult to gather so many players
so often. Thus now a team may have nay number of the same Star Player Card but always for a
limited period of time.
Another little problem that arose after the first Championship was that inevitably there were now teams
participating to the 2nd edition and their coaches complained that their teams would be less competitive
and less powerful than those that had taken part in the 1 st edition for a number of reasons. Firstly,
because the ‘old’ players had acquired skills, and secondly because the ‘old’ teams had earned more
gps to spend on rerolls and Star Players. They said that bonus cards and MVPs awarded as stated in
the handicap table couldn’t compensate for those disadvantages.
So we took two important decisions that would hopefully satisfy everybody: First of all we would play a
Chaos Cup or a Spike! Cup after each Championship to five new teams the opportunity to skill their
players. Secondly the newcomers would be given more money to create their teams; we estimated
that 1,500,000 would be enough.
Our Chaos Cup is a series of direct matches played with teams that had taken part in the 1 st
Championship.
After 3 Championships and 3 Cups we can boast that our system works quite well and brings much
more fun than the ‘challenge’ method. Nevertheless we must confess that it take a long time to run
such a League (about 6-9 months for a Championship and 2 months for a Cup), but the number of
players increases year after year, and they are getting more and more excited. Last year we had 24
teams enlisted in out Championship and we think that the next will probably be divided into two
Divisions: the Major Division, including all the oldest teams, and the Minor Division with all the new
teams. In this way, at the end of the Championship the two best teams in the Minor Division will pass
into the Major and conversely the two worse teams in the Major Division will sink into the lower one.
AGEING PLAYERS
We have also adopted another ‘house rule’ in order to prevent too powerful teams from establishing
their leadership for a long time. So after playing for 3 Seasons (one Season is composed of a
Chaos/Spike Cup and a Blood Bowl Championship), the coach has to roll a D4 for each player in his
team who is over 3 years old. The results are as follows:
This represents the fact that even Blood Bowl players get older! Note that Star Players have no age,
so they do not have to follow this rule; they simply leave the team at the end of one complete Season.
These two factors have proved to be of vital importance because this way teams cannot dominate a
Season for long and coaches are encouraged to change players or even teams if they don’t want to
suffer heavy penalties.
In the space used to record SPPs you have two columns for each player: one marked with a ‘C’
(Career) the other marked with a ‘S’ (Season). This is justified for the need to register separately SPPs
earned during only one Season because at the end of the Season we reward the best players in each
category with 10 extra SPPs. For Example the player that made the highest number of complete
passes wins 10 SPPs in the Passing Category; the player with the highest number of casualties
receives 10 extra SPPs in the Blocking Category and so on.
HALL OF FAME
In the history of out League there is a lucky coach who has written his name in the Book of Glory so
many times that we thought he used loaded dice. Apart from this, the last but one Championship was
won by a brand new Wood Elf team whose coach based his strategy on a simple device: the first skill
he gave to his players was Diving Tackle. So it was very hard to block the ball carrier protected by a
hedgehog of diving players.
Another consideration that has to be made is that though Blood Bowl seems to be a game founded on
strength, the most important quality is agility. The outcome of our League demonstrates that tough
teams such as Chaos, Orcs, Undead, Dwarfs and Chaos Dwarfs seldom reach the finals or the top
rank positions. All they can do is hit their opponents, cause mayhem and sometimes score
touchdowns. I personally coached an Orc team for two Seasons and even if at one moment I could
field a 16-player team including Morg N’Thorg, Nobbla Blackwart, Varag Ghoulchewer and Ripper
Bolgrot, I never got to the finals!
All editions of our Championship have been dominated by Human or Elven teams.
LEAGUE BULLETIN
You can have a look at the results in our matches on this Internet address:
ATTP://WWW.APSIDE.IT/FREEE WEB/HOBBIT. You can find all the latest news about our League
(unfortunately the text is in Italian but we’re working on an English translation) and see the photos of
some of our painted miniatures (including mine) taken with a computer scanner.
AND FINALLY…
A friend of mine (of course a Blood Bowl fan) named Marcello Tommasi who is very good at modeling
and painting miniatures built a Blood Bowl stadium with walls, towers, trees and dozens of miniatures,
not only players, cheerleaders, assistant coaches, apothecaries, mascots and all the team staff, but
with a lot of wonderful miniatures from the Warhammer World.
If we are able to take photograph of this splendid work we would send them to you but unfortunately
we don’t have the right camera for the job (send us pictures now – Ed.).
There is something else that it would be worth seeing: It’s my Warhammer Fantasy battlefield with
more than three complete well-painted armies (I’m now working on a Chaos and a Dark Elf army at the
same time!).
LEAPING LIZARDS!
By Andy Meechan
Arlith Blacknife coached the Dark Elves, Liquid Venom, to success in the 2496 Grand Blood Bowl
Tournament. Blacknife used the clamor surrounding the team’s lifting of the Sacred Shield to supply
his own power base. Finding a new patron he gathered sponsorship for his idea of a world tour of
exhibition games. Amongst his entourage was Herva Darkheart, a friend of Arlith’s from his days in the
Black Guard. Herva was an Assistant Coach to Arlith and was responsible for keeping a detailed diary
of the tour.
It must have been reaching noon as the mists were beginning to dissipate. The humidity was stifling
and the players had lost their customary cool pose since donning their armor. Unfortunately the heat
resolutely refused to drop, this was the fifth day since landing and the fifth day of these infernal
temperatures.
Even Coach Blacknife looked uncharacteristically disheveled, as he too gave into the constant heat.
Hair matted to his face, he turned to me and began to speak. "Herva, there are times when I regret
hearing of this land." He paused, weighing his next sentence, "I’m starting to think that Patron Jael
gave us those plaques too readily."
Historian’s note: Coach Blacknife had befriended the Lizardmen in much the same way as
Tilean explorer Marco Colombo. By offering back the stolen plaques he gained an audience
with the High Skinks and arranged a ‘friendly’ game of Blood Bowl. The diary discusses the
possible double cross perpetrated by Patron Jael with typical Naggaroth paranoia. We rejoin
as the Lizardmen make an appearance.
As the sun reached its apex and the air was filled with rainbow colored birds the Skinks on the third
level of the temple sounded their horns. The jungle seemed to come alive as more Skinks appeared
around the main square, intermingling with their larger cousins – the Saurus. I noticed some of the
largest bipedal reptile-kin, but could not believe they had intelligence enough to follow the game. I
followed their gaze to the top level to the temple where the Mage Priest Stikkitofi was moved out into
the noon glare on his palanquin; Skink scribes ran between the third level and his majesty.
The square itself is worthy of comment. When returning from our conference with the high Skinks we
had a good view of the square and its markings from the third tier. They showed the layout of a Blood
Bowl pitch, a strange thing that makes me feel that the Mage Priest knew we were coming. Very
unsettling.
The team lined up as the opposition appeared from the lower level of the temple. As they approached
the center I had the uneasy feeling that this may not be their first time on the pitch of glory (the Skink
scribe to whom we related the basic rules had seemed disinterested as if he had heard them before).
It was when the Kroxigor emerged and walked onto the pitch that I realized that perhaps we had been
set up after all.
Long before Sigmar forged his Empire, before the first Orcs started hitting each other, when Elves and
Dwarfs were infant races, the Old Ones ruled the world. Their genesis, rise and fall are shrouded in
mystery, but their legacies remain. The warp portals linking the world’s poles to Chaos are one such
legacy. Blood Bowl is another…
In the current year, the jungles of Lustria remain largely unexplored by the Old World. However, the
lands of the Old World do not hold any mysteries to the Slann, indeed they refer to the countries as the
New World in reference to the young races who inhabit the area. There has been Slann infiltration of
the World since it’s origin, but these past years have seen the beginning of contacts between the two
worlds. As with many first contacts, sports are often a common reference point, and the sport
dedicated to Nuffle is always a favorite.
The Skaven have known of the existence of the Slann for many centuries, in fact when Clan Pestilens
were chased from Lustria they brought with them knowledge of a game which the Old World was just
discovering. The Plaguelords, (later to form Clan Rigens) were already at an advantage in the new-
formed leagues, showing off plays picked by by their brave spies.
LUSTRIAN TEAMS
Providing an odd blend of dexterity and strength, the Lustrian team can almost last the distance
against a power team such as Chaos, while remaining able to pull of the running plays of the Skaven.
Dodge,
0-12 Skink 60,000 8 2 3 7 Stunty
AVAILABLE SKILLS
Skink * *
Saurus * *
STAR PLAYERS
No team in either Blood Bowl or Death Zone comes without a Star Player card – although this
point could be argued in the cases of the High or Dark Elf teams! The Lizardmen below
cannot fail to enhance your team, although you might have to make some sacrifices to pay
their wages!
As with the team lists in Death Zone, the Lizardmen are harder to play successfully than Humans or
Orcs – but they are ultimately worth the challenge.
Stars are always welcome on a new team as they can add an element of reliability to your game plans
early on. However the basic players are expensive, therefore the Coach must make choices between
Strength and Agility to balance the team. Coach playing style comes to the fore when hiring players
and ultimately one Coach’s dream team will be another’s bag of Squigs (not much use unless you’re a
Goblin).
Below I have listed one of the more successful starting teams which was used when playing through
the rules:
6 Skinks 360,000
4 Saurus 320,000
Sokitoomi 180,000
1 Reroll 60,000
Apothecary 50,000
If I had to start the team again I would be tempted to have a Fan Factor of 8 instead of the Apothecary;
after all I could afford to hire one after the first game given a high gate. However, memories of my last
Skaven team washed over me putting the team together and I opted for the ‘Save the Skinks’
mentality – the Saurus can look after themselves!
So you’re on the pitch, facing off against your first opponent. You’d better hope their team isn’t more
experienced than yours…
It’s not that bad, but you will have to get used to your players and their blend of statistics before a
winning streak can be formed. Things to watch out for are the Skinks Agility – they are pretenders to
the Gutter Runner, but the lower AG means that you have to tread carefully at times. The Saurus
prove that you can get players less agile than a Black Orc, but the MA more than makes this up. The
Star Kroxigor has to be one of the most intimidating Stars in the game with a high ST and an even
higher MA he can outrun Morg, but packs just as large a punch! Just remember that he does not have
Block…
On the subject of Star Players, Katchmi’ifyukan is something of a terror of the backfield – have
Sokitoomi toss him downfield and watch him tear through your opponent’s safeties. You should never
score with Stars unless the situation calls for it, as they cannot advance from SPPs. Which brings us
to skills…
The team should be formed into specialist groups that will play on either offense or defense or in some
cases – both.
Due to the number of Skinks available and given their ability to score, these are the players who will
advance the fastest on the roster. Spreading Touchdowns will see many players gaining at least one
skill within a handful of games and specialization beginning to take shape. Basic skills to concentrate
on include Sprint, Sure Feet, Catch and Pass Block; on ‘double’ rolls Passing skills are advised. If
statistic increases are gained then these Skinks should be coveted (Tip: Magic Helmet? – paint their
crest gold!) and their future skill choices based around this upgrade; Leap for AG increases; Strip Ball
and Tackle for ST increases or Jump Up and Sprint for MA increases.
Skinks used on offense should be developed around their speed, while a defense should be built
around players who can cause or capitalize on turnovers. Upgrades in the latter case depend more
upon statistics increases than for Offense as skills such as Strip Ball are of limited use on a ST 2
player!
Saurus are most likely to play when kicking and receiving as they are tough players and will likely gain
skills so slowly that specialization seems like an ice age away. Favored skills consist of Block, Tackle
and Frenzy as they build on the ST 4 of the player. On ‘double’ rolls – and barring stat increases –
Strength skills such as Break Tackle or Agility skills like Diving Tackle will turn the Saurus into a
formidable player.
If your league has adopted Jervis’ Big Guy rules from issue 13 of the Citadel Journal, then you’ll want
to put Kroxigor into the team so that you can ‘grow your own’. They follow all the standard rules for the
Big Guys. The full team is listed below:
The winning coach of the little known (in the Old World) Lustrian "Quetzocoztl" trophy is generally
given up as a sacrifice to the ancient Slann gods. This practice generally destroys team cohesion and
only the oddly named Jurrasik Park Rangers have won the trophy two years running (in 2320 and
2321) – much to the consternation of the replacement coaches!
They have, but they’ve cunningly disguised them as the Warhammer Fantasy range. However this
means that it requires a little bit of work on your part before your new team can take to the field.
Essential components for any conversions are the modeling knife (the sharper the better), a bottle of
liquid poly, superglue and some files. Although not necessary, I would strongly recommend a pair of
clippers and a junior hacksaw as well. Other components you may be able to make use of are
glasspaper, P.V.A. glue, a small table vice or modeling putty.
SAURUS
By far the easiest conversions are the Saurus players and Star Players. Starting with these will get you
used to handling the tools (Oo-er – Ed) necessary for the more complex conversions – being
comfortable with your tools makes conversions easier and faster.
The Saurus were based on the plastic models found in the Warhammer Fantasy Battle boxed set, but
can be bought in smaller numbers either form a store or via Mail Order. The Star player had to be the
Saurus Temple Guard Champion and it’s an eye-catching figure to the baby Stegadon skull-helmet.
The various picks and sickles were clipped from the Saurus’ arms and tidied up using the knife (filing
plastic can become quickly irritating) and that was it. I left the clubs attached to their left hand side and
tail as it would have meant some nifty cutting at this stage and I was just getting warmed up (Besides,
who’s going to argue with a 350lb reptile wielding a large stick?)
On the Temple Guard Champion the weapon and shield stub were clipped and the remains were filed
down. If you are careful here you can remove the shield stub and file the contours of the fingers onto
his hand.
Tip: If using clippers remember to place the flat side of the clippers against the edge of the component
that you want to keep – the angled edge will distort whatever it clips!
KROXIGOR
Surprisingly the conversion of the largest figure proved to be almost as simple at he Saurus! I chose
the Kroxigor wielding his club overhead so that when the arms were repositioned he would have pose
befitting of such an imposing player. Carefully saw between the hands holding the massive axe, be
warned that the hacksaw will inflict a thicker cut and remove a part of the hand – so make sure that the
blade cuts exactly between the hands. Once separated, the remaining parts of the axe can be clipped
away and the hands filed down. Again use the files to add a natural curve to the fingers and fists. The
figure can now be assembles as normal, but at this stage I chose to move the right arm from in front of
the body – giving a unique and menacing pose to the figure.
Tip: If using a table vice to hold the component, be sure to wrap the part held in the vice in tissue
paper or cloth to prevent distortion of the axe or hand.
SKINKS
Why are the smallest guys the hardest to convert? Perhaps it was my choice of figure – the plastic
archers from the Warhammer Fantasy Battle boxed set (also available in stores or via Mail Order). Clip
off the bows. You can leave the bow part which merges with the Skink’s loincloth as it is tricky to
remove – paint it in a suitable metallic color (bronze). The quivers require your full attention as they
obscure the back and arm of the Skink. When removing these don’t cut too close to the body as you
will need some room for mistakes when sculpting the figure’s back and arm. It must be emphasized
here once again that you should use a sharp knife when you are sculpting the quiver from the body, as
this will give added accuracy and safety. The quiver straps can be left on the model; once the quiver is
removed the straps can either be sculpted or painted on – the latter being easier, but not as effective
as the former.
PAINTING
I chose to use Lizardmen of the same spawning to provide a cohesive feel to the team through skin
and scale color. Combined with the red and blue color scheme on the loincloths and weapons this has
produced players who will be instantly recognizable as being on ‘my side’.
Tip: Properly basing your figures with flock or sand will improve the whole look of the piece.
NUMBERING
The figures don’t lend themselves to being numbered easily as there are no shoulder pads, but there
are a few options available to you:
I prefer option 2 as I use this on my other teams as it allows me to tell which player is which without
having to squint at the shoulder pad!
Tip: Using a PC to print 8 point Ariel or Helvetica font will give you suitable numbers to glue to your
figure’s base.
CONCLUSION
So how do the rules fare within the confines of Blood Bowl? Until I got my hands on Warhammer
Armies: Lizardmen (advance order can be a handy thing!) my team was Saurus-heavy. While this
gave me a playable team I found that it didn’t ‘feel’ like the Lustrians I was now reading about The
Skinks should have more of a presence on the field as they are the ones more capable of independent
thought after all! (Imagine how stupid a team full of Trolls would be – now think about a field full of
Saurus!) The new combination played very differently from my original draft, but now feels Lustrian.
Like the Chaos and Chaos Dwarf teams I decided to allow only two typed of player on the roster. This
means that there is little ‘middle ground’ when putting your team together and in play you have to
identify your weaknesses and make sure that your opponent cannot exploit them. If that’s not a
challenge to a Coach, I’d like to know what is! The Star Players, like the cards in Blood Bowl and
Death Zone, are included to compliment the team and add a little ‘zing’ to your games – although they
do make the team easier to play in the same way the Orcs become a breeze when you add Varag and
Morg!
Well I hope that you agree with my interpretation of the Lizardmen; it certainly got a vote of approval
from the Internet community. It should pose a challenge to play, but above all I think that you’ll enjoy
playing with them – and you’ll have a great time converting yourself a team!
DESPERATE MEASURES
By Adam Morgan
There are those thankfully infrequent occasions when a Head Coach is faced with the problem of
having too few players and no spare cash to bolster the squad with. When this happens you must take
whatever you can find. The local prisons and asylums are always a good place to start – let’s be frank,
who’s going to notice the difference between these mentally inadequate individuals and those on the
pitch? There are always thousands of raving lunatics willing to play Blood Bowl just for the fun (???? –
Ed) of it, but sadly, they generally have the potential and talent of your average McMurty Burger!
These players are known as ‘Imports’. Enter this into the space marked ‘Position’ on the team roster.
You can have up to 11 imports in your squad at no cost, but they do have severe limitations:
Their statistics are half that of a normal Lineman of that race (or the nearest equivalent
position; i.e. Hobgoblins, Skeletons, etc.) Round any fractions up to the nearest whole
number. The import may keep any skills this position entitles them to.
They may never use either Leader or Team Rerolls.
They only ever receive Star Player points when being chosen as MVP or through the card
decks from Death Zone. They may not accrue SPPs by scoring touchdowns, causing
casualties, etc.
It is highly unlikely that they will be of any use, other than Ogre fodder, but you can have a small moral
victory if they ever manage to score or injure the opposition. These players are only of any use as a
stopgap until you can afford to buy more decent (in every way!) replacements.
LOAN SHARKS
Q. What do you do when in dire need of extra funds, every bank in the known world has
blacklisted you and your team and there are even Snotling teams with a higher position in the
league?
To begin with you will need to find one of these highly disreputable individuals. This should not be too
difficult as there are always plenty of these social leeches in every town or city. However, you may just
be unlucky and find that even these moneylenders will not extend credit to you. Roll a D6 and on a
result of 2 or more you have found a Loan Shark willing to boost your funds. On a roll of 1you are out
of luck – even the dodgiest of moneylenders have turned you away (the Gods really have turned their
back on you, haven’t they!). Once you have found a willing Loan Shark you can borrow up to
1,000,000 gold pieces!
Although using a Loan Shark is a quick and easy way to buy that all-important Star Player, borrowing
from a Loan Shark can be a dangerous pastime and if you’re not regular with repaying the installments
the situation can easily end with you, the Head Coach, making an unexpected visit to the casualty
ward of the local Infirmary! After every match the amount outstanding is increased by half again due to
the excessive interest payments! If you cannot pay back this amount in full then roll a D6, on a result
of 4+ (3+ if you have repaid at least half the outstanding debt) the Loan Shark lets you off with a
‘friendly’ warning. If you roll less than this you are not so lucky and one of your players (selected
randomly) has a visit from a few of the Loan Shark’s colleagues, roll immediately on the Injury table for
this player. There are no modifiers for this roll other than a +1 for each previous attack of this nature
(this simulates the moneylender getting more and more impatient with you!). Apply the result to the
chosen player with stunned results having no effect (the player has merely been roughed up a little).
KO’d players must start the next match in the KO’d box but may return to action after a touchdown or
the end of a half as normal. Badly Hurt results mean the player has suffered a ‘broken limb as he fill
down the stairs’ or ‘accidentally’ cuts off his own ears whilst shaving and must miss the next match.
Johann Schmidt, owner of the Altdorf Avengers (a struggling second division team) needs money fast.
He needs at least another 200,000 gold pieces to buy another Star Blitzer. He rolls a 5 and manages
to find a Loan Shark willing to do business with him. He borrows the 200,000 gold pieces he needs
and buys the relevant player. After the next match he owes 300,000 gold pieces but is only able to pay
100,000 gold pieces back. He just manages to escape a beating (he paid at least one quarter of the
debt). After the next match he owes 450,000 gold pieces but this time he is not so lucky and rolls 2
and his best catcher is Badly Hurt in a freak jogging ‘accident’. The Head Coach realizes the error of
his ways and with the help of a few random events cards manages to pay off his debt, vowing never to
use the moneylenders again!
ASSASSIN!
Whilst not strictly a breach of the written rules of the game (not that it ever mattered!), some
particularly brutal coaches resort to hiring Assassins to dispose of the opposition’s best players. To
say this is a little risky for the Assassin is an understatement. Trying to kill a professional psychopath
who probably wears his armor to bed is hardly an easy job, so only a few Assassins are available to a
team at any one time. Roll on the following table for details:
1. No Assassins are available for this game; they aren’t too enamored with your choice
of target!
Assassination attempts take place in the Pre-Match ‘Hire Freebooters’ sequence and any player or
member of the coaching staff in the opposition’s squad may be targeted.
Assassins come in a wide variety of professional levels. Assassins can range from the unskilled thug
on the street to the master of a myriad of disciplines and the age-old adage applies doubly here: you
get what you pay for. Once you have declared your intention to attempt to assassinate a particular
member of the opposition you must rill on the Assassination Table – after applying the appropriate
modifiers from the table below.
The most deadly and therefore successful Assassins are the Nipponese Ninja and their furry protégés
– the Skaven of Clan Eshin. Human and Skaven teams may purchase these experts for their normal
fee; other Human teams (Chaos, Norse, etc.) must add 50,000gp to the fee if they wish to include
Nippon Assassins.
Human Teams may hire Nipponese Assassins and Skaven teams the Clan Eshin for the normal price.
Other races must add 50,000gp to the total cost. These extraordinary Assassins may never be
‘amateur’ and give +2 to your roll on the Assassination table.
Assassinations may also be attempted against non-playing members of the coaching staff (with the
exception of Head Coaches). Assistant Coaches and Cheerleaders count as Veteran players and
Wizards as Star Players.
If more than 1 Assassin is hired thy may ‘Gang Up’ or ‘Compete’. Competing Assassins are handled
as normal one after the other. Assassins that choose to Gang Up add an extra D6 to the Assassination
roll for each Assassin after the first. There is, however, a drawback to Assassins hunting in packs – it
costs a further 25,000gp for each extra Assassin as the Assassin charges more for the inconvenience
of working with others and their Guild/Clan exacts a hefty surcharge.
NOTE:
If you wish to use the rules for ‘Mixed Teams’ and ‘Allies’ that appeared in Citadel Journal
#7 and #13 you may take these Assassins if you are able to ally with that race.
Student 100,000 GP
Professional 150,000 GP
Rookie +0 +1 +3 +5
Experienced -1 +0 +1 +3
Veteran -3 -1 +0 +1
Star Player -5 -3 -1 +0
+1D6 per additional Assassin after the
first when 'Ganging Up'
A LOAD OF BALLS!
By Adam Morgan
"Welcome, sports fans, to another grand evening of mayhem as we bring you all the latest innovations
in the world of out favorite game, that conglomeration of subtlety that we call Blood Bowl. What’s new
tonight, Jim?"
"Well, Bob, the Ulthuan Avengers and the Hellbound Headbangers are certainly taking risks in this
game! They’ve agreed to use an explosive ball! My money’s on the Headbanger’s Vampire Captain,
Orlokk Darkthunder, to be blown up first."
"That should certainly make this game interesting, Jim. There are, of course, many alternative balls
that may be used in the game. Here are a few examples…"
MAGNETIC BALLS
Another dirty trick used to confuse the opposition is to place magnets inside the ball and watch the
resulting chaos. If left on the ground the ball becomes attracted to the nearest player’s armor (all
players count as having some form of armor) and will move D3 squares towards him at the end of
every turn (in the case of a tie, roll a D6 for each eligible player [reroll ties]), it moves towards the one
that scores the highest. If, for any reason (including Passing and Blocking), a player must release the
ball roll a D6, on a 4+ he MUST keep hold of it even if he has been knocked over – he must be fouled
out of the way. If the ball carrier passes another player with a higher Armor Value he must stop moving
and block him with a -1 Strength modifier as the ball, and player, are attracted towards him – note this
does not count as your team’s Blitz. Players in the same square as a Magnetic Ball temporarily count
as having the Sure Hands skill during this.
EXPLOSIVE BALLS
Once included to promote a passing game in certain areas, the idea has now caught on and has
proved popular with the deranged lunatics known as fans; some even place side bets on when it will
explode and who will be hurt!
At the end of each turn, roll a D6. If a 1 is rolled the shaking triggered the explosives. Anyone holding it
is automatically injured (roll as normal) and anyone in adjacent squares are knocked over as normal
(roll for armor as normal).
The game must be restarted with a new kick off and a brand new, normal, ball.
ENCHANTED BALLS
The stadium’s resident wizard has enchanted the ball before kick off. Before kick off roll a D6 on the
Enchanted Ball table below to see what happens. The effects last until the next kick off.
D6 Roll Effect
The ball has a mind of its own. Any player holding it has a -1 modifier to all dice rolls. If left on the
1 ground it will move three squares in a random direction at the beginning of every turn.
The ball starts playing for the receiving team! Opposing players have a -1 modifier to all dice rolls. If
3 unheld it may move up to three squares towards the opposing Endzone.
The ball has a tendency to teleport itself. Roll a D6 at the start of each player's turn. On a 4+ it
4 teleports itself D6 squares in a random direction (not the ball carrier though).
If the ball is being carried roll a D6, on a 5+ the ball teleports as detailed above, but it takes any player
5 carrying it with it.
STICKY BALLS
One of the participating teams must include at least one Halfling to field Sticky Balls (and just what
exactly are you insinuating? – Ed).
Whether it’s intentional or not the ball tends to get a little sticky whenever a Halfling is playing, usually
as the result of them eating copious amounts of sticky buns while playing!
Anyone holding a sticky ball temporarily gains the Sure Hands skill and has a -1 modifier while
passing. This skill is lost once the player no longer holds the ball.
FLOATING BALLS
One of the participating teams must include at least one Goblin to include Floating Balls.
As with most sneaky tricks, this is a Goblin idea – a normal ball filled with lighter-than-air marsh gas.
The Goblins just love to see the expression on the other team’s faces when their game-winning pass
floats off into the great blue yonder.
When thrown, the ball counts as one band lower (i.e., Long Pass=Short Pass) but it is -1 to catch at
the other end. Whenever the ball is being passed, or if it is on the e ground at the end of turn, roll a
D6. If the result is a 1 (1 or 2 if it was a Long Bomb) the ball simply floats away and the game has to
restart with a new, normal, ball. Floating Balls scatter twice as far as normal.
IRON BALLS
One of the participating teams must include at least one Dwarf to include Iron Balls.
In your average mountain-bound Dwarfish mine, pig’s bladders can be hard to come by so a few
teams have improvised by making one out of iron, with understandable results. An Iron Ball may only
be picked up If the player rolls equal to or under his Strength on a D6 first (a 6 is always a failure!).
Additionally, another roll must be taken before passing at anything over a Quick Pass, this time with a
+2 modifier. Any player holding an Iron Ball may not Go For It or Dodge, but may add +1 to his
Strength when Blocking. Any player who catchers an Iron Ball must roll equal to or under his Strength
or get knocked to the ground by the impact. A 1 always succeeds and a 6 always fails! Make any
applicable Armor Saves.
SPIKED BALLS
Consisting of a normal ball with two spiked bands, this is an old favorite with players and fans alike. If
you get bored with scoring touchdowns (Why on Earth would you? – Ed) you can always use it to nail
your opponent’s hands to the ground – always a crowd pleaser.
When passing (not Handing-Off) make a second agility roll and if successful, the catcher catches with
a +1 modifier. If failed, the ball acts as if it’s Blocking the catcher with the following Strength:
If the catcher is not knocked down the catch is a success, if he is then it scatters as normal. There are
two ways to use the ball as a weapon. First, as a missile. Pass the ball to an opposing player as
normal. This cannot be done at Long Pass or Long Bomb ranges. It uses the following Strength
values:
Note: if the player is not knocked over then he may attempt to catch the ball as normal, but with a -2
modifier.
The second method is to use it as a hand-to-hand weapon. In this instance it adds +1 to the player’s
Strength.
BALL SQUIG
One of the participating teams must include at least one Orc or Goblin to field a Ball Squig.
There is an unlucky little creature known as a Ball Squig that has the great misfortune of looking
exactly like a standard Blood Bowl ball. Often prone to hibernation, these balls are brought onto the
pitch by accident and awakened by the kick off when an unobservant player punts its backside halfway
up the pitch. Once landed the semi-conscious and understandably frightened Ball Squig makes a run
for it. At the beginning of the kicking player’s turn it will try to move towards the nearest pitch edge,
Blocking anything that gets in the way. If it reaches the edge it is thrown back in by the crowd
as normal. Anyone holding the Squig has a -1 modifier to all actions because of its squirming.
Its stats are:
Title MV ST AG AV Skills
To get more fans interested, some teams now play with more than one ball, which can result in even
more chaos and maiming than the normal game. Unbelievable, isn’t it! The game is played as normal
except for a few modifications.
1. You may use any number of balls, of any type, chosen at random or by agreement.
Remember – more balls equal more chaos (Hurrah! - Ed).
2. Each player may only carry as many balls as he has hands (Two in most, but not all, cases).
Yes! This means that you can score multiple TD’s simultaneously. If one of your players is
standing in the Endzone, you score 1 TD for each ball that he carries.
3. Each team kicks off half the balls to the opposing team. Extra balls landing out of bounds are
either left on the pitch or thrown in by the crowd.
4. Multiple passes may be made in each turn, but only one pass may be made per ball.
5. Balls that are replaced because they become out of play (due to it being lost or destroyed) are
given to the nearest player to his own Endzone on the team that had the ball before it was
lost. (If no one had it, roll a dice to see which team gets it)
6. After a Touchdown, the ball is given to any player on the opposing team as long as he is still
standing and within 5 squares of the edge of the pitch (in his own half). If no one is eligible it is
thrown to the nearest available player. Play continues as normal.
7. Reserves may only come on at Half Time.
If one of the teams playing involves Chaos, or if you feel like it, you may roll for each
ball in the following table to get a random selection.
2 Squig
3 Magnetic
4 Explosive
5-7 Normal
8 Spiked
9 Sticky
10 Floating
11 Enchanted
12 Iron
League Commissioners, have you ever felt left out while your friends are playing Blood Bowl and you
have to sit around and watch them play? Are you fed up with answering their rules questions? Is the
only fun you get writing the league magazine? Well if the answer is yes to any of these then here is
your answer: Referees!
Yes, the friendly Ref. Humble in appearance but with power far beyond a mere mortal. The power to
change a match or to be smashed into a pulp. Whatever, Referees are going to make you, the League
Commissioners, lives much more fun and exciting. Aren’t we good to you?
Referees have been around since the Blood Bowl game first began and they have had to change
every time Blood Bowl has changed. But two things have remained toe same throughout. Referees
still either get their heads smashed in by the players or the referee smashes the players’ heads in.
After all, Blood Bowl was built on good old-fashioned violence.
During the last few years, a strange development has been taking place amongst referees. Some Refs
are becoming rather popular. These so-called Star Refs travel the Old World turning up for Blood Bowl
matches and are more often than not picked for the match by the tournament organizers because they
bring in the crowds for one reason or another. Some Star Refs are so inexplicably bad at refereeing
that players can get away with almost any unspeakable acts of, well, they are unspeakable. Others are
just dead ‘ard and the crowds just love to watch Referees giving as good as they get back to the
players.
Choosing a referee
Because it is the League Commissioner’s job to play the Referee, you get the job of choosing them
too. If you have created a Referee of your own using the following rules then you could have him
refereeing your match or you can choose one of the 8 Star Refs, which are included at the end of this
article. The players can’t argue with you – they agreed to you being the League Commissioner, so it’s
tough. But please don’t let all this power go to your head. Try and choose a Referee for the match that
will make the game more fun and challenging (i.e.: don’t take the Minotaur every match).
Creating your own referee
Firstly choose which race you want your referee to be. The Referee has the same profile as the basic
Lineman type of their race and follows any special rules and skills for that race or position. Referees
begin with no skills and experience but gain these as they progress in the refereeing trade in the same
manner as players do.
You must use a suitable referee miniature, which should be painted in black and white stripes. There
are a few of the referee miniatures from Blood Bowl second edition still available from Mail Order that I
suggest you use.
The Referee’s aim in life is to remain within 9 squares of the football every turn so that he can keep up
with the action and make decisions as and when they are required. The Referee’s turn takes place
after both other players’ turns (i.e.: after the second player’s turn 1, but before the first player’s turn 2).
The Referee’s turn slot in here every turn of the game until the end of the match or until the ref is
injured.
If there is a Get the Ref result on the kick off table then the Ref has been injured and may not referee
this match. A replacement Referee is found at the last minute that must be a normal ref and as such
you should play a normal match.
After both teams have been set up, but before the kick off, the League Commissioner may place the
Ref in any empty square on the pitch. When you place the Ref remember that there is a point to
staying within 9 squares of the football but you may choose not to if you wish.
The League Commissioner takes the Referee’s turn and he ahs the choice of one of the following four
actions:
A Ref who stays still and watches the field like a Hawk will spot any Foul made on the pitch and will
send off the fouling player on a D6 roll of 4 or more. If the player making the Foul rolls a double then
he is sent off anyway.
Referees do not exert a Tackle Zone so players do not need to make a dodge roll when standing
adjacent to the Referee. Referees may ignore Tackle Zones when moving because nobody will trip up
the Ref by accident. Referees may never touch the football and if the ball should land in a square
occupied by a Referee then it will scatter one square away from him. You see, Referees always get in
the way in every sport.
After the Referee has had his turn, count the number of squares that the Ref is away from the football.
If the referee is within 9 squares or less then the Ref is doing a good job of keeping up with the action
and making sure that the game is flowing. Note down how many turns the Referee is within 9 squares
of the ball at the end of his turn on a piece of paper. This will be required at the end of the game when
Star Player Points are awarded. A Star Ref is as good as they are going to get and will not receive any
Star Player Points, but should still attempt to remain within 9 squares of the ball to keep up with the
action, at least if he wants to keep his job.
Players may Block or Blitz the referee during their turn and risk the wrath of the Ref. If a Referee is
blocked but does not get injured (i.e.: off the pitch) then as soon as he is standing on his feet again he
will try to send off the perpetrator who blocked or fouled him. The player is sent off on a D6 roll of 4 or
more. Other players who assist the Block/Foul will get a warning.
When a Referee is stunned then place him face down as normal. A Referee that is prone may not
send any players off, so all the players can cheat and Foul as much as they like while the Ref is down.
You can still only make one Foul each turn; it’s just that on the roll of a double a player will not be sent
off. If a Referee is injured or removed form the pitch then a normal ref will come on in his place. Carry
on the game as per the rules for a normal match.
A Referee who is knocked out during the first half will not return to the game until the start of the
second half and a Referee knocked out during the second half will not recover until after the game is
finished. A Ref who is Badly Hurt, Injured, or Dead is out of the game as normal. If a Star Ref dies
then they cannot be chosen to Ref another match again, unless them Undead get hold of him anyway!
Referee Experience
At the end of the match, count how many turns the Ref has stayed within 9 squares of the ball. If the
Ref has only managed to be within 9 squares of the ball for 4 turns or less (or 25% of the game in the
special case of a Riot) then he is sacked and may never Referee in this League again. This means the
League Commissioner may not choose this Referee ever again. Note players that you can try and
keep the Ref away from the ball in an attempt to get him sacked.
If the Ref has been within 9 squares for 12 turns out of the 16 (or 75%) then the Referee receives a
Refereeing Award, which is worth 10 Star Player Points. The Referee gains 5 Star Player Points for
Casualties that he has caused as stated in the Death Zone rulebook.
When a Referee has enough Star Player Points he may make a roll on the Star Player Table in exactly
the same way as a player. Characteristic increases are added to the Ref’s stat-line as normal. If the
Ref is going to gain a new Skill then you may choose a Skill from the list on the next page. The racial
restrictions are noted down with them and the rule for rolling doubles and choosing skills not usually
available to them apply. Note that the skills on the list are the only ones of any use to a Referee so any
other skills may not be chosen for a Referee.
Blitz: The Referee may Blitz the closest player each turn (Randomly decide if two are equidistant).
Mole Eyes: Ref must stay within 7 squares of the ball instead of 9.
Strict Ref: You may not argue the call with a Strict Ref.
Personal Apothecary: Works in the same way as any Apothecary but for the Ref only.
Fast Runner: May ‘Go For It’ as described in the Blood Bowl rulebook.
Terrible Ref: Will only send a player off on the D6 roll of 4+.
Assistant Ref: The Assistant Ref will send off any players that Block or Foul the Ref (or any other
players for that matter) while he is prone or injured.
Biased Ref: This Ref will side with whichever team is winning at the time. The team that is losing
cannot argue the call.
Loves Dirty Tricks: Add +1 to all penalty rolls when this Ref is on the pitch.
Hates Dirty Tricks: Subtract -1 to all penalty rolls when this Ref is on the pitch.
Hates Gang Ups: When a player makes an Assist roll a D6. If this is equal or less than the number of
models making Assists on this Block then a randomly chosen player making the Assist is sent off.
Lawquoter: Whenever this Ref sends off a player he quotes a load of rules to them and misses a bit
of the game action. During the next turn nobody will be sent off, even if the Referee has got an
Assistant Ref.
Sprint/Sure Feet: May only use these skills if the Ref has Fast Runner as well.
Claw, Foul Appearance, Razor Sharp Claws or Fangs, Spikes, Thick Skull, Regenerate.
Horns: May only use this skill if the Ref has Blitz as well.
Very Long Legs: Will not add +1 to interception rolls because a Ref may not intercept.
Two Heads: Ignore the usual rules for having Two Heads. For a Ref this means they always count as
though they were watching the field like a hawk because they can look in two directions at once.
During his turn a Ref with a whistle may stand still and blow it. The Ref may make no other action this
turn as he blows with all his might. The closest player will be deafened by the noise and cannot move
or Block next turn. A Ref with a whistle must make a penalty roll to avoid losing his pea and running off
to find another one.
A Ref with a Chainsaw must make a penalty roll as normal although this does not mean that they are
sent off. Instead the Chainsaw has been clogged up with players’ limbs and the Ref has gone to clean
them off.
STAR REFEREES
Name Race MA ST AG AV Skills Special
Blinky the Shortsighted Halfling 5 2 3 6 Mole Eyes, Personal Apothecary, Terrible Ref None
Citelieth Lawquoter High Elf 6 3 4 8 Eagle Eyes, Lawquoter, Strict Ref None
Erik van der Gann Human 6 3 3 8 Eagle Eyes, Hates Gang Ups, Super Pro None
Grandshank Nasherhoof Minotaur 6 6 2 9 Blitz, Horns, Mighty Blow, Thick Skull None
Lowdown Scurflick Goblin 6 2 3 7 Biased Ref, Loves Dirty Tricks, Terrible Ref None
Two Heads Vermin Skaven 7 3 3 7 Escapist, Fast Runner, Two Heads None
By Stuart Woods
These are additional rules for specific races that have purchased a Stadium for the 300,000 Gold
Crowns and were not featured in the ‘Take Your Seats Please’ article from issue 21 of the Citadel
Journal.
TEAM RATING
An optional rule not covered in my first article on Blood Bowl Stadiums, is that money spent on any
type of Stadium, Terracing etc. is omitted from the team’s Team Rating.
A second optional rule is for the visiting team to lose one of their Special Play Cards. There are two
stipulations for this rule:
1. The Home team must own a Stadium worth 300,000 gold crowns.
2. The visiting team only loses a Special Play Card if they don’t own a stadium worth 300,000
gold crowns themselves.
This reflects the awe that a visiting team will be in if they don’t own a Stadium of their own. At the
beginning of the game both players take their Special Play Cards as usual, the visiting team must then
discard one card of their choice. Obviously if they have only one card their choice is a little limited!
The single exception to this rule is Goblin teams. They do not lose Special Play Cards for two reasons.
Goblin teams are not themselves allowed to purchase a Stadium (see ‘Take Your Seats Please’ in
Journal 21 for full details) and I can’t imagine anything that’s going to stop them from playing Dirty
Tricks anyway!
LEAGUE MATCHES
Once team Coaches begin to make ground improvements it will become important for the League
Commissioner (a democratically elected, noble pillar of the gaming community!) to make sure that
each team in the League plays an equal amount of home and away matches. If you play in a League
where you play each team twice it will be a simple matter to play one game at home and the other
away. If, however, you lay in a League like mine then you will only play one League game against
each team per tournament. My suggestion here is that you roll a dice to decide who will play at home
for the first Tournament. From then on you can just alternate, one Tournament at home, the next one
away, and so on.
All Play-Off and Final matches are to be played at a Neutral venue. Therefore you will only get your
Stadium benefits from League games.
DWARFS
The Dwarfs own a ‘spare’ key to the referee’s changing room. The Dwarf Coach may roll a D6 at half
time. On a roll of 5 or 6 the Dwarfs have managed to ‘spike’ the referee’s half-time refreshment,
seriously affecting his eyesight! The Dwarfs may start the second half of the match with twelve players
on the pitch without the Ref noticing!
CHAOS DWARFS
Chaos Dwarf Stadiums have an odd tendency to be situated near the local furnace! The Chaos Dwarf
Coach may roll a D6 at half time. On a roll of 5 or 6 smoke belches from the furnace and engulfs the
side or end of the Stadium that contains the opposition’s fans. Rather than choke to death, the fans
leave the Stadium immediately. Your opponent will have a Fan Factor of zero for the rest of the match.
HALFLINGS
The Halfling Coach may roll a D6 at half time. On a roll of 5 or 6 the opposition’s fans have stuffed
themselves with too many iced buns, cunningly supplied by the Halfling’s team chef! Because the fans
are feeling quite sick from all that over-eating, they won’t cheer with as much vigor and enthusiasm in
the second half of the match. All Fan Factor rolls made by the away team are subject to a -3 modifier.
Halfling fans (including visiting fans) are unaffected by the above rule because they are so used to
eating that many buns without any gastric problems anyway!
HIGH ELVES
High Elf Stadiums are a wonderment of silver and ivory with velvet seat cushions and are by far the
most expensive to enter. The High Elf Coach may roll a D6 at the beginning of the game. On a score
of 6 the opposition’s fans refuse to pay (or can’t afford to pay!) the extortionate entrance fee. The
visiting team will therefore have a Fan Factor of zero for the entire game. This rule does not apply to
visiting teams of High and Dark Elves (High Elves are disgustingly rich and as for the Dark Elf
supporters they will pay any price to have a go at the High Elf fans!)
ORCS
The Orc Coach may roll a D6 at the beginning of the game. ON a score of 5 or 6 the Orcs’ Waaagh
will be even louder than usual giving the home side a +3 bonus to any Fan Factor rolls for the entire
match!
HUMIES
The Human Coach may roll a D6 at Kick-Off. On a score of 5 or 6 the ‘hardcore’ hooligans break into
the opposing fan’s section of the ground. Because they’re such a sociable bunch they decide to stay
and ‘watch over’ the visiting team’s supporters and through various intimidatory means keep them very
quiet! Fan Factor rolls made by the opposing team are subject to a -3 modifier for the entire game.
CHAOS
The Chaos Coach may roll a D6 at the beginning of the match. On a score of 5 or 6 the Chaos Gods
are watching over the game and will favor the home side. All Fan Factor rolls made by the home team
receive a +3 bonus for the entire game. If both teams are Chaos, the modifier only applies to the
Home Side (after all, it is their Stadium!).
By Stuart Woods
Got a 16 man Blood Bowl squad? Four Star Players? Eight reroll counters? Wizard? Healer? Loads of
Assistant Coaches and Cheerleaders? You have? You rich git!
But seriously, the time may come when you have literally nothing else to spend your gold crowns on.
All the money is doing is pushing up your team rating. This can be bad news if it means your
opponents are getting extra Dirty Trick cards.
How about making some ground improvements? It won’t bring down your team rating, but you may
get a few benefits from it.
The following table shows you what’s available:
FAN FACTOR
TYPE COST INCREASE* AVAILABLE TO UNAVAILABLE TO
*This Fan Factor increase is a ‘one-off’ permanent increase when you make your purchase.
You may purchase some Terracing for 150,000 then at a later date spend another 50,000 to convert
into a Grandstand and so on. Your team’s Fan Factor will rise accordingly.
STADIUMS
If you own a Stadium and you are playing at home you may nominate one special home supporters
end/side. This must be done before kick off.
If a home team player is knocked off the pitch into the nominated end/side, roll a D6 and
consult the following table:
D6 EFFECT
*Because it’s a home team player the fans push the player back onto the pitch. Place the player prone
on the square where he made his exit. If the opponent decided to follow-up he will be pushed back,
but may choose which square (of those available) he is pushed back to. Do not make an armor or
injury roll for the home team player.
If an away team player is knocked off the pitch into the nominated end/side, add +1 to the injury result
(Any other modifiers apply as normal).
At the beginning of each half the home teams coach rolls 2d6. On a roll of 9+, the home side receives
an extra reroll counter for that half only. This is to represent the little ‘lift’ the home side gets from their
cheering fans as the players run out to the tunnel and onto the pitch.
If the team already has eight reroll counters, they may take a ninth! On any one turn during the half the
home side may use two reroll counters. They may either reroll one failed action twice or two failed
actions once. To use a second reroll counter on a second failed action, the first reroll counter has to
have worked, i.e. you must not have still suffered a turnover situation after using the first reroll counter.
In addition to the above, there are some special Stadium rules that affect certain races only. These are
as follows:
UNDEAD STADIUMS
At the beginning of every home match, the Undead coach may roll a D6 for all four individual
sides/ends of his team stadium. On a roll of 6 the away fans will not enter (or will leave very shortly
after entering!) this part of the stadium as it is haunted! For every 6 rolled the away team will lose one
quarter of their fans for this match.
If the away team has a Fan Factor of less than four then it will be reduced by 1 (for each 6 rolled),
down to a minimum of 0! Any other fractions should be rounded up. Should the Undead coach be
fortunate and roll four sixes then the away team will have no fans at the game whatsoever!
Wood Elf teams who own a Stadium have their Fan Factor increased by 1 for home matches. This is
due to all the fans that are watching from the trees that overhang the Stadium!
Visiting fans must roll a D6 at half time. If the result is a 6 they will leave the ground immediately.
Why? Because it is too cold for them! The away teams Fan Factor will be zero for the rest of the
match.
Ignore the above rule if away fans are Dark Elves or Norse.
SKAVEN STADIUMS
Visiting fans must roll a D6 at half time. If the result is a 6 they will cheer for the Skaven team for the
remainder of the match, because the hot dogs they ate at half time contained traces of Warpstone!
The Skaven coach may add his opponents Fan Factor score to his own for the rest of the game. The
away teams Fan Factor will be zero until the next match.
GRANDSTANDS
Apart from increasing a team's Fan Factor by 2, the only other bonus gained from owning a
Grandstand is the ‘Extra Reroll Counter’ rule as described earlier. However, the home sides coach
needs to roll 10+ on 2D6 to gain this benefit.
TERRACING
The Terraces tend to attract the roughest yobbo supporters you can imagine. Nominate one end/side
before kick off. If any away team players are knocked off the pitch into the nominated area, add +1 to
the injury result.
FOUL!
If a home team player is sent off for committing a foul, roll one D6:
D6 RESULT
1-4 Sent off as normal
*On a roll of 5 or 6 the Ref is intimidated by the yobbo fans and will not send the player off. You may
also argue the decision with you Head Coach as normal. Therefore allowing the home side two
attempts at keeping their player on the pitch.
NOT-SO-GRANDSTAND
These are the pathetic attempts by shoddy Goblin workmen to build some sort of a Stadium. (Right,
that’s it! A duel at dawn you cad! Swords or Pistols? Yes, you can have swords. I’ll take pistols then…
- Ed.) The following special rules apply:
HIGH ELVES
Snobby High Elf supporters will refuse to enter a ‘Not-So-Grandstand’: (In fact they won’t sit on any
seat unless it has a velvet cushion!) This means High Elf teams have a Fan Factor of zero whilst
playing at such venues.
If there is a pitch invasion add +1 to all injury rolls. Because of poor workmanship, the invading fans
are able to ‘yank off’ a lump of wood before running on to the pitch, giving them something with which
to smash over the unfortunate players skulls!
TIMBER-R-R-R
Excited fans that jump up and down may cause a Not-So-Grandstand to collapse, possibly
killing unfortunate fans. The more touchdowns there are per game, the more likely the stand
will collapse. Roll 2D6 after the second TD and consult the following table:
1 - No effect
2 11+ Collapse
3 10+ Collapse
4 9+ Collapse
5 8+ Collapse
6+ 7+ Collapse
COLLAPSE
If there is a ‘Collapse’ result, roll 2D6 and consult the following table:
2D6 EFFECT
If there are 2 or more stand ‘collapses’ during one match it will cost the Goblin Head Coach 40,000
Gold Crowns to pay for repairs (5,000 for parts and 35,000 for labor!). Special Rules for a ‘Not-So-
Grandstand’ will not apply until this money is paid!
EXTRA FANS
During the course of a home match, thousands of Snotlings will squeeze into the stands to cheer on
their local side. Goblin teams may add +2* to any Fan Factor result on the kick off table.
*This should not be written onto your team sheet, as this is not a permanent increase.
Also, do not alter the size of the ‘Gate’ when working out match winnings. The Snotlings are so tiny
they’ve managed to sneak in without paying!
BIG GUYS
By Jervis Johnson
These rules are designed to sort out some of the problems with the way that Big Guys (Ogres, Trolls,
Rat Ogres, etc.) work in Blood Bowl. The current rules are okay as far as they go, but putting Big Guys
on the Star Player cards was a fudge really, an as time has passed by I’ve become less than happy
with using the Star Player cards as a method of getting Big Guys into the game. After all, according to
the background you can have entire teams of Big Guys (the Oldheim Ogres being the most notable
example), and I now feel that they should really be treated as races in their own right, with a team list
just like the other races get, and that they should be incorporated into other teams using something
like the Mixed Race Team rules that appeared in Citadel Journal #7. This would leave the Star Player
cards to represent unique one-of Star Players.
Linked to the above is one very important question (to me, at least), which is: Why, in the game’s
background, have teams of Big Guys always done so badly? After all, no team I can think of could
take on even 11 Morgs (let alone 16!), but the Oldheim Ogres aren’t one of the really great teams,
while the Craggen Counts (a team of Vampires!) was ‘systematically put out of its misery by its fans’.
How could these things happen when Star Players of these races are so good?
The answer is, I think, that Star Players like Morg N’Thorg are truly exceptional players that lack a
highly debilitating quirk or failing found in all other players of that race. Therefore, when writing up non-
star players Big Guys, they should be given a really bad negative skill which crocks them enough to
make taking a whole team of them as attractive as taking a team of Snotlings.
But enough ‘why’, let’s get on to ‘how’! The following rules are very rough at the moment, more of a
discussion document than anything else. The rules are written for the ‘vanilla’ version of the game –
i.e. the stuff from Blood Bowl and Death Zone only. If you want to add stuff from elsewhere (like the
Journal), prepare to improvise! Finally, the rules are strictly optional, and should not be used without
an opponent’s consent.
STAR PLAYERS
When using the Big Guy rules, you are only allowed to include one of each Star Player in your team.
You couldn’t have more than one Morg, let alone four Count Luthor von Drakenborgs! On the other
hand there is no limit on the total number of Star Players allowed in the team, just so long as they are
all different. In addition, ignore the bit on the card, which tells you which team the Star Player will play
for; this is replaced by the new Mixed Race Team rules below.
These rules replace the Mixed Race Teams from Journal 7. All teams now have a list of allied races,
as shown on the table below. A team can draw allied players from any allied race. Allied players can
be selected from the appropriate team list, or be a star player of the appropriate race. The limits on the
number of players allowed in a team must be divided by four, rounding up, when selecting allied
players for a mixed race team. For example, an Orc team can normally have up to 4 Black Orcs. This
means that a team selecting Black Orc allies could have a quarter of this total (1 Black Orc) in the
team. Star Players simply count as a player of their race. So, for example, if a Human team hired Griff
Oberwald, he would simply count as one of the team’s Bltizers (albeit a very special one!), but if a High
Elf team hired him he would count as a Human ally.
Allied players are hired using the normal rules. However, if you take a second or subsequent allied
player for your team while there is still another alive and kicking in the ranks, then your fan factor is
immediately reduced by 1 point to represent fans giving up on the team for hiring ‘foreign’ players. Fan
factors lost in this way are gone for good, and can’t be reinstated if the player later leaves or is killed
(although you can still gain fan factors after a match by rolling on the fan factor table). The only
exception to this rule is ‘stunty’ players. Because fans don’t mind the little blokes so much (they’re
‘team mascots’), you can include up to 4 in the team before its fan factor will go down (i.e. each player
with the ‘stunty’ skill only counts as ¼ when reducing fan factors).
A team with a fan factor of 1 can try and hire allied players if the coach wants. Pay out the money for
the player and then roll a D6: 1-3 = the player is intimidated by the hate mail he receives and runs off
(with his hiring fee, the git!); 4-6 = the player sticks it out and remains with the team. In either case, the
team’s Fan Factor remains at 1 point.
Bull Centaurs, Rat Ogres & Trolls: Note that these aren’t on the list of allies above. This is because
they are going to be incorporated directly into the Chaos Dwarf, Skaven and Goblin team lists!
Chaos: The fan factor of a Chaos team is not reduced for hiring allied players. However the special
rules about team rerolls (see below) do apply.
The maximum number of allied Big Guys allowed for any team is 2 in total. This means that the only
type of team allowed to include more than 2 Big Guys in its line up is an actual team of Big Guys
(Ogres or Minotaurs).
Undead: Undead players cannot be hired by other teams, as they need the team Necromancer to,
erm, remain active.
Finally note that it is intentional that some races can be taken as allies by a race they can’t ally
with themselves. For example, Chaos Dwarf teams can include Goblin allies, but Goblin
teams can’t include Chaos Dwarfs (after all, can you imagine a proud Chaos Dwarf playing
for a team of Goblins!)
Chaos Chaos Dwarf, Dark Elf, Goblin, Minotaur, Ogre, Orc, Skaven, Vampire
There is no denying that mixed race teams are simply not as efficient and well trained as other teams.
To represent this the coach of the mixed race team must roll 1D6 for each allied player in his team at
the start of each half (and the start of overtime if it occurs). Each dice that comes up with a ‘1’ reduces
the number of team rerolls the coach has for that period by 1. If a team doesn’t have enough team
rerolls to meet the loss, then the opposing team gains a number of rerolls equal to the shortfall. For
example, a team with 4 allied payers and only 1 reroll manages to get three 1s at the start of a half.
This reduces its rerolls to none, and gives the opposing team an extra two rerolls to use for the half!
Note that this especially cruel if you go into overtime, as you are very unlikely to have any team rerolls
left to have to give up!
In most leagues a Head Coach simply isn’t going to be able to field a team full of Big Guys, because
they are not going to be able to afford to buy 11 players and still stick within budget! Therefore the Big
Guys in the following list will nearly always be taken as allies for other teams, rather than fielded as a
team in their own right.
League Commissioners who so desire should feel free to allow coaches to field Big Guy
teams, but they will need to bump up the starting budget of the team to allow this to happen.
Single race Big Guy teams must be chosen from a single line on the list below (i.e. all Ogres,
all Vampires, etc.) and can’t take any allied players apart from Star Players of the same race
(so you could include Morg in a team of Ogres, for example). By the way, note that all Big
Guys are limited to a maximum of 12 per team, which means that you can’t have more than a
12 man Big Guy squad.
Skills: Big Guy, Horns, Mighty Blow, Thick Skull, Wild Animal*, Always Hungry*
Skills: Big Guy, Mighty Blow, Stand Firm, Thick Skull, Take Root*
Not all the Big Guys are included above. Instead some are to be added straight into existing team lists.
Therefore add the Bull Centaur shown below to the Chaos Dwarf team list, the Rat Ogre shown below
to the Skaven team list, and the Troll shown below to the Goblin team list.
Skills: Big Guy, Regenerate, Mighty Blow, Really Stupid*, Always Hungry*
NEW ‘SKILLS’
Skills marked on the list above with an asterisk (*) are new and detailed below.
Always Hungry: The player is always ravenously hungry – and what’s more he’ll eat absolutely
anything! Should a player with this skill ever use the Throw Team Mate skill, roll a D6 after he picks
the player to be thrown up, but before he throws them. On a roll of 1 he attempts to eat the unfortunate
player! Roll the D6 again, a second 1 means that he successfully scoffs the other player down, with
obviously fatal results for the latter. On a roll of 2-6 the other player squirms free and should be placed
prone in a randomly selected adjacent square (if the square is occupied then the original occupant is
pushed back and knocked over).
Bone Head: Roll a D6 before taking an action for a player with this skill. On a roll of 1 they stand
around trying to remember what it is they’re meant to be doing. This means that they can’t do anything
for the turn, and they lose their tackle zone until they manage to roll something other than a 1 at the
start of a turn. In addition, bone-headed players must take their actions last of all during a turn unless
there is a player from the team that is not a bonehead or really stupid in an adjacent square. This
simply reflects the slow-witted and sluggish nature of these creatures unless there is someone around
to tell them to get a move on (and now you know why the Ogre on the cover has a Goblin under his
arm!).
Really Stupid: This is treated in exactly the same way as the Bone Head skill above, except that the
player can’t do anything on a roll of 1-3 instead of only a ‘1’ unless there is a friendly player in an
adjacent square who is neither a Bone Head or Really Stupid too (i.e. if there’s a sneaky Goblin next
to the Troll, treat the Troll as a Bone Head rather than really stupid!).
Take Root: Roll a D6 for the player before the match starts. On a roll of 1-3 the player is slumbering in
a wood somewhere and misses the match all together!
Wild Animal: A player with this skill tends to get a bit, erm, carried away during a match, and rather
lets his natural enthusiasm overcome him. Wild Animals must take their actions first of all during a
turn; if you take an action with Wild Animal after having moved a player that is not a Wild Animal, and
then your opponent can call you for Illegal Procedure exactly as if you had forgotten to move the turn
marker. In addition you must roll a D6 before taking an action with a Wild Animal. On a roll of 1 he
goes berserk. Berserk players immediately drop the ball if they have it, which causes a turnover ate
the ‘end’ of their action. The berserk player will then attempt to block the nearest player – friend or foe
– attacking him as if her were making a frenzied blitz move. The berserk player will always go for an
opposing player if there’s a choice, but otherwise decide randomly whom he goes for. The berserk
move does count as the team’s Blitz action, with the exception that it can be made even if another
Wild Animal from the team has already gone berserk and blitzed. Berserk Wild Animal – do – have to
‘Go For It’ in order to try and knock their victim over!
Whenever the player makes a block, it must be against the enemy player that was closest to him at
the start of his move. If several enemy players are equally close you may choose whom to throw the
block against. Note that this rule also means that wild animals force to attack friendly models must of
for the nearest one.
For example, a Rat Ogre is given a Blitz action. There is an enemy model two square away and
another one holding the ball that is three squares away. Although you want the Rat Ogre to block the
ball carrier, you can’t, as he must throw the clock at the player that was closer at the start of the move.
Finally, if the closest enemy player is prone, then the player will foul them instead of throwing a block.
They may do this even if another player from the same team has made a foul already during the turn.
Most Big Guys are very slow learners and so must earn double the SPPs to gain a Star Player Roll.
For example, a rookie Big Guy needs to earn 11 SPPs to become ‘experienced’ and gains his first roll.
All Big Guys, with the exception of Vampires, are limited to taking Strength and General skills only.
Vampires can take Agility and General skills only.
In addition, Big Guys are not allowed to use doubles on Star Player rolls to pick skills from categories
not normally allowed to them. Instead a Big Guy can use a double on a Star Player Roll to do one of
the following:
Note that strength and armor values still can’t be improved by more than 2 points over their starting
value, or to greater than 10 no matter what.
In my first version of the Big Guy rules, I lumped Vampires in with the rest of the Big Guys. With
hindsight this probably wasn’t the best place for them. Although Vampires are as powerful in game
terms as a typical Big Guy, the fact of the matter is that they are neither big nor stupid, and therefore
the revised Big Guy rules don’t serve them all that well. A simple option would have been to add
Vampires as an option to an Undead team, but I didn’t really like this all that much because it would
mean that you couldn’t have all Vampire teams, and it wouldn’t really reflect the relationship between
Vampires and Necromancers (e.g. Necromancers actually create and control most of the undead
players in their team; Vampires on the other hand are free willed, intelligent creatures).
So instead I’ve come up with the following new rules for Vampire teams.
VAMPIRE TEAMS
Vampires are amongst the most feared of all the Undead creatures in the Old World. These terrifying
creatures of the night are incredibly strong and fast, and have a supernatural ability to transfix a living
opponent to the spot with a withering hypnotic stare.
Considering this, it is strange that Vampires have proved so singularly unsuccessful at the sport of
Blood Bowl. It’s true that they are not at their best during the hours of daylight, but they are still deadly
opponents nonetheless. No, it is not the Vampire’s lack of ability on the field that has led to their
downfall, but their behaviors off it. The fact of the matter is that the main reason for the Vampires’
failure is their woeful lack of control when confronted by a stadium full of what is (to a Vampire at least)
their absolute favorite tipple – a pint or two of a living creature’s nice warm blood! What this means is
that at any given time it is not uncommon for the bulk of the Vampires in a team to be found in the
stands, grabbing a quick bite as it were, rather than playing Blood Bowl on the field like they should be
doing. This is, of course, excellent news fro the team playing against the Vampires, if slightly less good
news for the rival team fans…
Nonetheless, Vampire teams do play Blood Bowl. A Vampire Lord, a rather stronger willed and
powerful member of the Vampire race, coaches all Vampire teams. Vampire Lords are exceptionally
intelligent creatures who thirst for power over other races. This being the case exactly why they should
want to coach a Blood Bowl team is by no means certain, especially as the team under their command
rarely does very well, but nonetheless they do so.
All of the other players in a vampire team are the Vampire Lord’s creations: Vampires or human
thralls. The vampires were once living creatures, which were almost – but not quite – slain by the
Vampire Lord and then brought back to life as lesser Vampires under his command. Vampire teams
generally also include a number of human thralls; weak willed mortal creatures that are willing to serve
the Vampire Lord in return for the promise of immortality at some time in the future.
Vampire Lords are player coaches, and actually take part in the game rather than simply yelling at the
players (and referee) from the sidelines. Although the Vampire Lord represents you, they must still be
bought for the team, as shown on the team list below. The team will keep on functioning normally even
if the Vampire Lord is killed, it being assumed that the next in line of the Vampires in the team (i.e. the
one with the most SPPs) will elevate to the status of Vampire Lord and take over. The Vampire that
takes over the team immediately loses the ‘off for a bite’ negative skill as soon as the old Vampire Lord
dies, and its entry on the roster should be changed straight away to show that it is the new Vampire
Lord of the team. Note that since you can only have one Vampire Lord per team, the only time you can
ever purchase a Vampire Lord for a team is when it is first created! If for some reason there isn’t a
Vampire to take over the team when the Vampire Lord dies, then the team will disband after the
match.
Skills: None
Off For A Bite: Roll a D6 for each player with this skill each time you want to set them up on the pitch.
On a roll of 4-6 they can be set up normally, but on a roll of 1-3 they’ve popped into the crowd to bite
the lily-white neck of an attractive maiden – and who can blame them! (steady, Jervis! – Ed), and can’t
be used this drive.
Other Special Rules: Although Vampires and Vampire Lords are not considered to be Big Guys as
such; they still earn star player points at half the normal rate (the Undead are such slow learners!), and
they can use doubles to get rid of their negative ‘Off For a Bite’ skill. Vampires and Vampire Lords may
take skills from the General, Agility and Strength categories. Human thralls are treated as human
linemen for the purposes of gaining skills, etc.
CONCLUSION
And that’s that, for the time being at least! As I said right at the start of this article, these rules are still
at an experimental stage, so don’t’ feel that you have to use them. If you do decide to do so, however,
then please write in after your league’s tried them out for a while to let us know how things went. Good
luck, and keep rolling those 6’s!
Here are some of the more common questions that ‘popped up’ on the net along with Jervis’
altogether ‘On the Ball’ answers to them…
Q. JJ mentions that a team that used ‘Black Orc allies’ would be able to hire one Black Orc. This isn’t
to say that a team, which was allowed Orcs as Allies, would be forced to choose whether to use Black
Orc Allies, or Orc Throwers, for example – would it? Or is a team which can use Orcish Allies ‘limited’
to 3 (Orc) Linemen, 1 Thrower, 1 Black Orc, and 1 Blitzer?
Q. Griff would count as one of the Human team’s normal allotment of four Blitzers. Does this mean
that a Human team could no longer take 4 human Blitzers (at only 90K apiece) and Griff Oberwald?
Jervis: Correct.
Q. How do the new Allied rules affect team roster limits? Is a Human team limited to 4 Catchers, no
matter what race they may cull their Catchers from? Or does this just apply to Star Players of that
race?
If this is the case, does The Mighty Zug, ‘Star Blocker’, count as a Human Blitzer? Does Hakflem
Skuttlespike, ‘Star Mutant’, count as a Gutter Runner?
Jervis: Allies don’t count against the position limits of the team they join unless they are of the same
race as that team. With regard to Zug and Hakflem, please use common sense to decide what
position they count as playing in.
Q. Stunties only count for a loss of ¼ of a Fan Factor. According to the rules (as presented), a team
that hires a Goblin ally and then a Dark Elf ally loses a FF point (because the Dark Elf ally was chosen
with another ally ‘alive and kicking in the ranks’). If the same team were to hire the Dark Elf first, then
the Goblin (as ‘1 of 4’) wouldn’t necessitate the loss of 1 FF.
Jervis: I’d say that you’d lose the FF either way (i.e. all fractions should be rounded up).
Q. Presumably, one now needs to be able to hire goblin allies to use Trolls as Allies, since Trolls won’t
be a separate team, correct?
Jervis: Correct.
Q. Vampires aren’t on the Undead team roster - all well and good. However, shouldn’t Vampires, as
Undead, be exempt from the loss of FF rule when playing for an Undead team? I can hardly imagine
some fan of the Champions of Death going ‘ Geez, another dead player – I’m not rooting for these
stiffs anymore!’
Jervis: I’d say yes to both questions (i.e. they do cause the team to lose FF and you do have to roll
for the loss of rerolls).
Q. What are the guidelines for an Ally to force a loss of reroll at the start of each half? If the player is
missing the game due to a Niggling Injury or a Serious Injury suffered in his last game, foes the Coach
still have to roll for him? If the player dies or becomes Badly Hurt or Seriously Injured in the first half,
does he need to be rolled for after halftime?
Jervis: You always have to roll (the loss represents the disruption to training and team spirit as much
as anything else).
Q. Wild Animal – what, exactly, is the drawback to this skill? In theory, a Wild Animal could end up
attacking one of his won players – but any tie means that he can attack the opposition. The potential to
let lone Rat Ogres wander by themselves, occasionally springing ‘gift Blitzes’ on the other team, just
seems a bit open to abuse.
Jervis: The drawback is that you lose some control over the player, and that they might end up
trashing one of your own guys (which causes a turnover, by the way, as one of your own players will
have been knocked down in you own turn!). This being said, I ten to agree that Wild Animal isn’t much
of a negative skill, so I’m working on a new ‘unimproved’ version!
Q. JJ says that Big Guys must earn ‘double the SPPs’ to gain new skills, and then quotes 11 SPPs as
the first skill cut off (as opposed to 12, which is double the usual 6). Should this really read: ‘it takes 11
SPPs for them to gain their first skill, and they then progress from there? Or should the SPP list for Big
Guys and Vampires become a rather unsightly 12/22/52/102/etc?
Jervis: This is simply 2x5=10, etc. In other words you double the number before the break point, not
the number after it.
Q. Can Rat Ogres use doubles on skill rolls to gain Physical Abilities? What about Minotaurs?
Q. Does a new Vampire Lord gain a point of MA upon attaining that status? Or does he just lode his
‘Off For a Bite’ skill? What if he’s lost that skill already? Or is a Vampire team that loses its original
Lord just a ‘helluva’ lot worse off?
Q. Can Vampires and Vampire Lords use doubles on skill rolls to add +1 to their ST or AV? Can they
choose Claws or Razor Sharp Fangs on doubles? (Just curious)
Q. Can Vampire or Big Guy teams employ Wizards? And whoever heard of a Minotaur Wizard,
anyway?
Jervis: Yes they can – and whoever said a wizard has to be of the same race as the team they play
for?
Jervis: No.
NEW TALENT
By Joel Hainstock
"Greetings sports fans and welcome again to Blood Bowl Focus, live on the No. 1 cabalvision network,
NBC. There has been a wind of change blowing across the Blood Bowl pitch recently, and it doesn’t
seem like its about to stop soon, does it Jim?"
"No, that’s right Bob. The re-introduction of teams from Lustria and Norsca has created a lot of
excitement amongst Blood Bowl fans out there. Recently, however, there has been an influx of new
and strange players to the more well-established teams."
"Yes Jim, but those traditionalists out there will be glad to know that Halflings still go squish."
SAVAGE ORCS
Savage Orcs are not physically different to other Orcs, except that they like to sport tattoos and war
paint, but they are nonetheless quite distinct. They live in their own tribes and have their own ways of
fighting which make them easily distinguishable from other Orcs. Savage Orcs are wild fighters,
whooping and screaming as they attack, calling upon Gork and Mork to help them as they crash into
the enemy ranks.
On the Blood Bowl field Savage Orc behavior is unfortunately very similar. They tend to run all over
the pitch in a manic and uncontrollable fashion, much to the consternation of the other Orc players. If
controlled, however, Savage Orcs can be extremely useful players, combining the speed of the Orc
blitzer with their own frenzied attacks. More importantly, Save Orcs are much more agile than their
cousins, and are the closest thing an Orc team is likely to get to a quick player.
GOBLINS
Many years ago some Goblins took to living in the caves beneath the Worlds Edge Mountains. Over
the centuries these became distinct in type and are now known as Night Goblins. The Night Goblin is
of little more use on the pitch than a regular Goblin, except when playing against a Dwarf team. Night
Goblins hate their old rivals the Dwarfs so intensely that they will often go toe-to-toe with them for
several minutes.
Forest Goblins are not physically different from other Goblins. It would be hard to tell one from the
other, were it not for their distinctive styles of dress and skin painting. Forest Goblins wear their war
tattoos onto the Blood Bowl field, and they have proven a remarkably effective protection against
stronger opposition players. This said, a Goblin is still a Goblin, and they still take a beating every time
they set a foot on the pitch.
0-4 Night Goblin 50,000 6 2 3 7 Dodge, Hatred of Dwarfs*, Right Stuff, Stunty Agility
0-6 Forest Goblin 50,000 6 2 3 7 Dodge, Right Stuff, Stunty, Tattoos* Agility
MAIDEN WARRIORS
The Handmaidens of the Everqueen are not mere courtiers and attendants, but a warrior guard whose
duty it is to serve and protect their mistress. Only those with great natural gifts are chose, the most
talented singers and musicians, the most beautiful, the fleetest and most graceful, but above all most
loyal.
On the Blood Bowl field such maidens fulfill the role of runners in the High Elf team. They are arguably
the most agile players in the game, making a mockery of even the deepest defenses. Maiden Warriors
have been known to run past entire teams, gracefully dodging and weaving their way to a touchdown.
Hobgoblins are such an utterly evil an treacherous race that it is hard to imagine a tribe of Hobgoblins
whose double-dealing and back-stabbing is renowned even amongst their own fickle kind, yet it exists.
This tribe, the Sneaky Gits as it is called, fight in battle with two long curved knives. These weapons
are ideally suited to murdering victims in their beds – which is the Sneaky Gits favorite tactic!
On the pitch Sneaky Gits are rare, since no one really trusts them not to stab someone in the back.
When they do appear, however, they are much more useful than normal Hobgoblins to their Chaos
Dwarf masters. The envelopment tactic used so effectively on the battlefield has been translated onto
the Blood Bowl field with great success.
Plague Monks are equally as fanatical on the Blood Bowl field, scuttling around the pitch biting and
clawing at the opposition. The rest of the Skaven, who do not want to catch something nasty, generally
avoid them. No one, however, denies the Monk's usefulness, even if only as an off-putting factor to the
other team.
During the insane revelries of Death Night the Witch Elves steal away young mail children who they
raise in the temples of Khaine. As they grow they learn the dark secrets of Khaine: the deadly martial
arts, the power of poisons, how to move without sound and how to slip through the night unseen.
On the pitch the Assassins use their skills to great effect slipping through a strong defense with ease
or tracking an opposition player at the other end of the field.
DWARF THUNDERERS
Thunderers are the Dwarf equivalent of archers, carrying large gunpowder weapons into battle. Well-
trained and typically stubborn, they are used to protect the Dwarf artillery from flanking attacks, whilst
also providing useful support to the army’s main block of troops.
On the pitch the Thunderers’ ballistic skills have caused the adoption of the role of the Thrower. Their
appearance has added an unknown factor to the Dwarf game, that of passing plays, and many of the
quicker teams have been caught out through simple arrogance.
NEW SKILLS
Skills marked in any of the sections above with an asterisk (*) are new and detailed below.
Tattoos: The player wears distinctive bright war paint onto the Blood Bowl field, which he believes
protects him from danger. While they are actually quite useless, the player’s unshakable faith in his
tattoos means his AV is fixed, and cannot be modified by anything. This means Mighty Blow, Dirty
Player, and Fouls, Chainsaws etc. have no effect for the purposes of the player’s Armor roll. Note
skills such as Mighty Blow will still affect the players Injury roll if his armor is penetrated. A player with
an AV of 9 or more may not take this skill.
Hatred: The player hates a particular race with such intensity that he will attack them with ferocity
totally out of character. If Blocking a player from the hated race the player counts as having the
following skills: Dauntless; Frenzy; Piling On. Note you must still roll to see if the Dauntless skill has
any effect. Hatred has no effect if a hated player Blocks your player, neither does it if your player is
lending an Assist against a player he hates.
PERSONAL TRAINERS
Blood Bowl is a merciless sport that chews players up, and then spits them out when they lose their
touch, and there are thousands of ex-players trying to scrape a living. Many of these work for teams as
personal trainers, teaching particularly clueless players about aspects of the game they were good at
once.
Personal Trainers may be hired during the purchases segment of the Post-Match sequence, or as
freebooters. Each personal trainer must be allocated to a specific player, and cost 50,000 gold pieces
to hire, which should be added to the player’s value. A player may only have one Personal Trainer.
Each trainer is an expert in a certain area chosen from the following list: Passing, Agility, Strength, and
General. Write down next to the player who has been given the Personal Trainer what type he is. For
example: write Personal Trainer (Passing).
Each time a roll on the Star Player table indicates the player with the trainer is eligible for a new skill
roll a D6. On a roll of 2-6 the player may take a skill from the list in which his Personal Trainer is
expert, even if he would normally only be allowed it on a double. On a roll of 1, however, the player is
just too stupid, and must take a skill from the lists normally available to him.
Note you may not retire one of your players and call him a Personal Trainer. They become Assistant
Coaches. Personal Trainers do count as Assistant Coaches and so may add +1 to the Brilliant
Strategy roll on the Kick-Off table. A team may have up to 3 Personal Trainers, but there is no
restriction on the areas in which these trainers are expert. If a player dies or is retired then his
personal trainer leaves the team, and may not be transferred from one player to another.
If you choose to use the following rules then they are in addition to the rules printed in the Blood Bowl
rulebook. In the Allocation of SPP’s segment of each post-match sequence roll a D6 for each Assistant
Coach on your team. Each 6 rolled allows your team an extra D3 SPP’s, which you may spread
amongst your players as you wish.
NEW REGULATIONS
By Jervis Johnson
The Chairman of the NAF has come up with some more ideas for rule modifications
that should make your matches quicker, fairer and less likely to result in the Coaches
having a little bit of a ‘barney’. These rule changes are entirely optional, so you
should get your opponent’s consent before going ahead and using them.
Coaches calling illegal procedure (IP) all the time, even when it clearly isn’t required, is extremely
irritating (tell me about it – Ed.), and so I’m going to use the following suggestion put forward on the
Internet by Alec Habig.
A good cure for this would be to make calling IP like making a challenge in Scrabble. If you call an IP,
but it’s not really one, then you are socked with an IP for your next turn, just for being a weasel and
trying to distract the ref.
However, rather than miss a turn, I’m going to say that the challenged team gains a reroll for each
incorrect IP call made by the opposing coach. He, he, he.
Also off the Net, Sigurd R. Garshol made the following suggestion, and I like it so much I’m going to try
it out in the Studio League:
Roll injuries as normal, counting all the bonuses etc, and consult the slightly modified table
below:
INJURY TABLE
2D6 Result
SPECIFIC INJURY
TABLE
1D6 Result
This table evens out most of the logical errors that occur when bonuses for injury rolls creep up to +2
or more. It makes the deaths a little less common.
TIME TO RETIRE
The following rule attempts to reflect the fact that some players get old enough to retire from the game!
At the end of the match, after you’ve rolled up your winnings, roll a D6. On a score of ‘1’ a player in
your team is thinking of retiring. Pick a player randomly. If they have any Niggling Injuries then they
automatically retire. If they don’t have any Niggling Injuries then they’ll retire unless you pay them
D6x10,000 gold pieces as a ‘sweetener’.
Players that retire have to buy themselves out of their contract. This means that you get to add an
amount to your treasury equal to the amount it cost to hire the player for the team in the first place.
You may, if you wish, keep the player on as an Assistant Coach. If you do this you may add an
Assistant Coach to your roster for free.
RUNNING A LEAGUE
Although Blood Bowl benefited from almost a years playtesting in the Studio League, one or two minor
problems have come to light since Death Zone was published. In particular, we’ve found that we’ve got
so many teams competing in the league that Tournament Play-Offs have become a particularly
cutthroat affair. The fact that there are only four places in the semifinals makes the number of points
scored in the playoffs vitally important, which can lead to some rather underhanded (if not strictly
illegal) activity as player desperately try to arrange matches that will give them a big win and lots of
points. In order to stop this happening in the future, the next Tournament we run at the Studio will have
a quarterfinal stage before the semifinals, which should ensure that all of the top teams can get
through the playoff stage without being forced to use sneaky tactics in order to do so. I recommend
any league with more than 8 teams do the same.
REGENERATION
The Regeneration skill has also been causing a certain amount of grief. Since Gavin Thorpe took
control of the Studio’s Undead team they have taken part in a lot more games than they had
previously, with the result that we’ve noticed that Regeneration is extremely helpful in long-term
league play. At present the skill negates any injury suffered by a player on a roll of 2+. This isn’t all
that useful in one-off games, as the player cant’ rejoin play until after the next touchdown is scored. In
a league, however, a player with the Regenerate skill is much more useful, because he is unlikely to
get killed and therefore have to be replaced. Replacing dead players is costly, so teams with lots of
player that can Regenerate (like the Undead) soon become very rich compared to other teams in the
league. In order to get round this problem I suggest that the rules for the Regeneration skill be
changed so that it only works on a roll of 4 or more on a D6, rather than on a roll of 2 or more as it is at
present. This is only really necessary for teams playing in a league – in one-off games the
Regeneration rules are just fine as they are.
Q. A number of Dwarf players have the Tackle skill, but it’s not described in the Blood Bowl Handbook.
How does the skill work?
Jervis: Ooops! I’m afraid I managed to miss the Tackle skill out of the Handbook, although it is in
Death Zone. If a player has the Tackle skill then opposing players who are standing in his Tackle Zone
are not allowed to use their Dodge skill if they attempt to dodge out of the player’s tackle zone, nor
may they use their Dodge skill if the player throws a Block at them.
Q. The Landing Modifiers on the example of Throwing a Team-Mate are different to those printed in
the rules. Which is correct?
Jervis: The Landing Modifiers printed in the rules are the correct ones (i.e. +1 for an accurate pass, -1
per Tackle Zone on the square where the player lands).
Q. If a player thrown by a team mate lands in the same square as another player, do either (or both) of
the players need to make an armor roll followed by an injury roll after they are knocked over?
Jervis: Yes. Unless the rules state otherwise a player that is knocked over for any reason must make
an armor roll to avoid injury.
Q. Does a player with the Frenzy skill have to ‘go for it’ and move extra squares if he fails to knock an
opponent over?
Jervis: No, but the Frenzied player may attempt to move extra squares and carry on attacking if his
Coach wants him to.
Q. Nobbla Blackwart is armed with a chainsaw and has the Frenzy skill. Does this mean that he can
continue to make attacks with the Chainsaw if the first attack fails to take the victim out?
Jervis: No, the Frenzy skill only applies when Nobbla makes a block.
Q. Does the Diving Tackle skill allow a player with the skill to make a Block against every opponent
that enters his Tackle Zone, or may it only be used once per opposing team turn?
Jervis: The skill may only be used once per opposing team turn.
Q. The Sorry and Sorry, Sir special play cards can result in a team’s Head Coach (i.e. me!) getting
killed. Is this correct? And if it is, what effect does it have?
Jervis: Yes, these cards can be used against Head Coaches. If the Head Coach is injured or killed
then he may not argue the call for the rest of the match (and Undead Necromancers may not use their
Raise The Dead spell either). If a Head Coach is killed then he is replaced for free in time for the next
match. Undead teams that lose their Necromancer Head Coach can carry on playing, but none of the
players in the team are allowed to Regenerate as the Head Coach rather than the players themselves
performs this function. The Necromancer will be replaced in time for the next match in the same way
as a normal Head Coach.
Q. Can I use a team reroll to reroll the result when I’m rolling on the Kick-Off table? Or when I roll to
see if a KO’d player recovers consciousness?
Jervis: No to both questions. Team rerolls may only be used during your own team turn and at no
other time.
Jervis: No they don’t. This isn’t specifically stated in the rules although it is noted on the introductory
playsheet.
Q. Are the modifiers to armor and injury rolls added together? For example, if a player with Mighty
Blow and Dirty Player fouls another player does he add +4 to the armor roll?
Jervis: The rules for skills are missing an important note that states that only one skill may be used to
modify a dice roll, although any number of other, non-skill related modifiers could also be used. In the
example above, the Coach could either have his player use his Mighty Blow skill to modify the dice
roll, or his Dirty Player skill to modify the dice roll, but not both (and I know which I’d use!). The +1
bonus for making a foul would still apply whichever skill was used. Note that it is only dice roll
modifiers that may not be combined – a player with Strong Arm (which reduces the range of a pass)
and Accurate (which gives a +1 pass modifier) would be allowed to use both skills on the same pass,
for example.
Q. Are the conditions for making an Assist for a Foul the same as making an Assist for a Block?
Jervis: No. You can Assist a Foul even if you are in an opposing player’s Tackle Zone.
Q. Does a KO’d player get a chance to recover form his injury before every kick-off?
Jervis: Yes.
Q. Can a player use Mighty Blow or similar skills to modify armor and/or injury rolls if:
Q. If a player holding the ball is pushed off the field and becomes a casualty, doe the player who
pushed him get 2 Star Player Points? And does the ball get thrown back in by the fans as normal?
Q. If a standing player into a square containing the ball does he get a chance to pick it up or does it
scatter one square?
Q. After the ball has scattered D6 squares at the Kick Off and lands in an empty square in the
Receiving team’s half, what happens if it bounces off the field? Is it thrown back in or is it a
Touchback?
Q. When a player attempts Dodges away from one of your players, fails the Dodge roll and then
suffers an injury, does the player he was Dodging away from earn 2 Star Player Points for inflicting a
Casualty?
Jervis: No.
Q. What happens if a player with the Frenzy skill blocks an opponent with the Stand Firm skill and gets
a push back result? Does the frenzied player carry on making blocks even though he wasn’t able to
push the opponent back?
Jervis: Yes.
Q. Do Niggling Injuries last for a whole season? Or are they cancelled out once a 2-6 is rolled in the
pre-match sequence?
Jervis: Niggling Injuries are permanent and are never, ever lost! A player that has picked up several
Niggling Injuries has to roll for each and every one of them before each and every match that he
plays!
Q. Does a player with Horns and the Frenzy skill receive the +1 strength modifier when he follows up
and makes an extra block?
Jervis: The player counts +1 strength for the extra blocks, but only if they occur as part of a Blitz
action.
Jervis: Yes, but note that because they have lost their Tackle Zone, they do not stop any opposing
players lending an assist as well.
With a little help from Gareth Hardy and Jamie Taylor for sending me their ideas and
to Mark Jones the mad Squig of the ‘Eavy Metal team for playtesting the nasty little
critters!
Goblin teams have for a long time been regarded as being the worst teams in the game. Their only
worthwhile addition to the melting pot that is Blood Bowl is the many various cheating Goblins and
their wacky ideas. From Chainsaws and Pogo Sticks to Bomb throwers and Ball and Chain wielding
fanatics to name but a few.
A little-known Goblin team which plays in Gorgoths tribal Leeg 5th division called the Squig Hunters,
had a large Squig mascot that they kept in a big steel cage beside their piteously small pitch. During
one game against a Halfling team called the Mootland Mountaineers, who were traveling the Bad
Lands playing friendly matches against the local teams, the Squig broke out and rampaged onto the
pitch killing 6 of the Halflings and knocking the rest back into their food-festooned dug out. The
Mountaineers did not play any more friendly games after that.
Squigs became an instant hit with Goblin teams and the craze has now swept up into the bigger
Goblin teams such as the Evil Gits, the Lowdown Ratz and even the Underworld Creepers. Many
teams now have bands of Squig Hunters searching the deep mountain caves of the Warhammer world
for ever-bigger Squigs to use in the Blood Bowl arena.
Squigs may only play for Goblin teams. The Goblin team must hire a team of Squig Hunters
to use Squigs in his team. They have no effect on the game but they are the only Goblins who
know how to handle a Squig. Usually with a big club to the Squig’s head, here is the new
Goblin team list with new added Squigs.
GOBLIN TEAMS
Squig Hunter Band: 50,000 GC (cannot by Squigs without a band of Squig Hunters)
A Squig must be moved before anything else on the Goblins’ team and an illegal procedure is called if
another player is moved first, unless there is a Fanatic with ball and chain. In this case move the
Fanatic first and then the Squigs. Squigs move using the throw-in template just like the Goblin Fanatic
with Ball and Chain. Roll a D6 to see how far the Squig moves first and then position the template in
the direction you want him to go in and roll a dice. Do this for every square of movement the Squig
has.
Just like the fanatic the Squig does not have a tackle zone and he never has to make a dodge roll to
leave a square adjacent to an opponent because nobody would be stupid enough to try and stop a
rampaging Squig. A Squig can however, be blocked by an opposing player if any would be so insane
to do so. A Squig is injured as normal and unlike the fanatic does not always injure himself when he
falls over.
When a Squig moves into a square which is occupied, friendly or enemy – Squigs do not care, then he
will make a block. To move into the same square as a player the Squig must first be adjacent to him
and when he rolls to move the template must indicate that he will move into the opposing players
square. This does not count as the team’s blitz action. The Squig can keep moving and blocking as
many times in one turn as it has movement or until he is knocked over. Note that a Squig has the
Frenzy skill and follows up and Blocks again as per normal for Frenzy. A Squig cannot assist blocks
but other players may lend assists as normal.
If a Squig moves into a square occupied by a prone player then the Squig will foul them, friendly or
otherwise. They can be sent off as normal by rolling a double. Only one foul may be made a turn so
should a Squig attempt to foul a prone player after the teams foul has been used this turn then the
prone player will be pushed back one square away from the Squig menace.
When a Squig is getting up from being knocked down you must roll for how many squares the Squig
will move first. If there is insufficient movement to get up he cannot get up. (No, this does not count as
a turnover at all.)
A Squig cannot do anything with a football. This includes throwing, catching, handing off or
anything! So if the ball ends up in a square with a Squig occupying it then roll a D6 and
consult the table to see what happens to the football.
D6 Result
1-2 Squig eats football. The Squig has eaten the football and the game must be restarted. The
Squig is sent off and may not come back on because it is against the rules to eat the
football, you know. The team that made the last kick off must kick off again.
3-4 Squig kicks the ball. Roll for a random direction using the scatter template. The ball is
kicked D6 squares in this direction. If the ball passes through a players square then they
may attempt to catch the ball with a -1 to the dice roll. The ball will scatter once when it
finally comes to a halt.
5-6 Squig picks up the ball in its mouth. The Squig has got the ball between its teeth and runs
around madly. Imagine this to be like a dog with a ball in its mouth. He moves as normal
but cannot make a Block and cannot use his Razor Sharp Fangs when he has the ball in
his mouth. Each turn roll a D6. On a 1 the ball has burst on his teeth and he is sent off just
as in a 1-2 result above, on a 2-6 result he keeps hold of the ball and continues to run
about with it, and on a 6 he drops it and the ball will scatter once. This is the only way a
Squig can score a Touchdown.
Squigs cannot be hired once a league has begun. Instead you have to trust your band of Squig
Hunters to seek out a new Squig for you. Once per post match sequence you may roll a D6 to
see whether your Squig Hunters find you a new Squig or to see if the Squig Hunters die on
their dangerous quest…
D6 Result
1 Squig Hunters are killed in the deep caves. Remove Squig Hunters from the team roster.
You must hire a new band of Squig Hunters immediately; they cannot search for a new
Squig until after the next match. If you cannot afford to buy a new Squig Hunters band
then all of your Squigs run off back to their cozy caves.
2-3 Hunters fail to find a new Squig. They may try again after the next match has been played.
4-6 The Squig Hunters bring you back a great new Squig. You must pay the hiring price of the
Squig to your Squig Hunters. Deduct the money from your treasury and add the Squig to
your team roster. If you cannot afford this then the Squid Hunters leave along with all of
your Squigs.
When your Squigs gain Star Player Points and become Star Players then you may choose skills from
General, Strength or Physical. You will have to use common sense and choose skills that reflect
Squigs’ nature. We don’t want any Squigs with Big Hands; Squigs do not have any arms after all.
Included with this article are full rules for a Goblin Squig Hopper Star Player.
Soon after Squigs hit the Blood Bowl turf a mad Goblin called Fuggit decided it would be a great idea
to sit on one and ride about on it. Fuggit bought a Squig from a Squig Hunters team and soon began
to learn how to ride him. Fuggit found it was more difficult than he had at first thought. For starters, he
kept falling off and hurting himself. But being a persevering Goblin, apart from being stupid that is, he
kept trying and one day he had mastered the Squig, which he named Biter and then hopped down to
his local Blood Bowl match.
It was not long before a coach spotted Fuggit riding Biter and signed him up on a two-year contract.
That very afternoon, Fuggit and Biter became a big hit with the fans bounding around the pitch in a
completely mad fashion. The Goblin fans wanted more and more Squig Hoppers were soon playing
Blood Bowl.
None of the newer Squig Hoppers could match up to Fuggit and Biter, though, and the pair were
quickly enticed into the big Blood Bowl teams with the lure of lots of money and rats to eat. Since then
Fuggit and Biter have played for dozens of teams and have played in all the major competitions.
A Squig Hopper moves and blocks in exactly the same way as a normal Squig. The difference is that
instead of blocking the Squig Hopper can attempt to leap over the player and continue the move on
the other side of the opponent. This can be done when the template indicates the Squig Hopper is
about to move into an opposing player. Make an agility roll as normal and if successful, the Squig
Hopper lands in the square the other side of the opponent. This takes up two squares of the Squig’s
movement and if the Squig does not have enough move to make the leap then he may go for it to
leap. If there is no empty square on the opposite side of the player then he will just have to block the
player in his way. You can choose whether to block or to leap when the template indicated you are
going to collide with another player whether it’s a friend or foe.
Every turn after the Squig Hopper has moved the Goblin player must roll a dice. On a 1 the Goblin has
fallen off and is automatically injured, make an injury roll. On a 2 or more the Goblin stays on the
Squig and is fine this turn. The Statistic line on the Star Player card incorporates both Squig and
Goblin so if one gets injured they are both injured.
If the ball ever ends up in the Squig Hopper’s square then the Goblin makes a roll to see whether he
catches the ball or not as usual. Do not count the +1 for picking up the ball if the Squig Hopper should
attempt this dangerous stunt. If the Goblin does catch the ball then he has grabbed it before the Squig
does. If the Goblin drops the ball then the Squig gets it and you must make a roll of the Squigs and the
Football table as normal.
Fuggit can keep Biter under control and therefore you do not need a Squig Hunters team to
have Fuggit and Biter, although you do if you want any more Squigs on your side.
THE CRUSH
By Jervis Johnson
One of the most fascinating things in any team sport is the way that the teams change year by year.
This is as true for Blood Bowl as any other sport, and fans will often discuss if their present team was
as good as those in previous years. Unfortunately, Blood Bowl fans being what they are, these
‘discussions’ can easily get out of hand and more often than not end up in a huge brawl – the most
infamous example of this thing being the Gouged Eye civil war of 2482, which was sparked off by a
particularly violent argument as to which was the best out of the 2461 and 2473 Gouged Eye Orc
teams!
The reason that Blood Bowl teams change so much year by year is not just down to the casualties
they suffer during matches, though this can be the sole cause – who can forget the infamous match
between the Darkside Cowboys and the Kishago Werebears which resulted both teams being
completely wiped out. However, of equal if not greater importance is a yearly event that is known
simply as The Crush. The rest of this article explains how and why the Crush has such a drastic
effect on the Blood Bowl teams of the Warhammer world, and gives rules which will allow you to
incorporate the Crush into your own Blood Bowl league.
WHAT IS THE CRUSH?
In the very earliest days of the sport, new Blood Bowl players were recruited from anyone who wanted
to play. This was fine, but often left teams with throwers that couldn’t even hold the ball, let alone
throw it. Eventually, though, a system grew up where promising players had to go through a special
betting procedure in order to join a team.
The process of selection that decides which players go where quickly became known as The Crush.
It’s a very complicated procedure, but – basically – all the available players are put in a large room,
with representatives of all of the major Blood Bowl teams outside. On the word ‘Go!’, all of the players
rush through a small door to get to the team of their choice before their quota of new players is filled.
The Crush takes place two weeks after the Blood Bowl final, and always attracts high viewing figures
because of the exciting scramble for the door!
But that’s not all that happens when The Crush takes place, not by a long chalk! Far more importantly
for most teams, the two weeks before the Crush takes place have come to be accepted as the period
when old players hang up their spiky jock-straps for the last time and retire, and when Star Players
who have become upset with their treatment in their present team will look for new and more lucrative
contracts elsewhere.
All of these factors combine to make the two weeks of the Crush a fascinating period for all true Blood
Bowl fans. Not only is there a chance to see the potential new stars of the game for the first time, there
are also all of the award ceremonies and testimonial dinners held for retiring players, not to mention
the press coverage of the often angry and sometimes violent departure of ‘prima-donna’ star players
from one team to join another. By the end of the two weeks it is not unknown for the head coach to be
the only recognizable face left on a team, all of the other players having either retired, left to join a new
team, or been replaced with a new and highly promising rookie player!
The following rules allow you to add the two weeks of mayhem, skullduggery and excitement that
make up the Crush to your league. Their use is entirely optional, and a League COMMISHIONER can
use them or not as he sees fit. You should be warned that the rules can dramatically change the
character of the teams in your league, and that some coaches may well get a bit upset when their
favorite Star Player decides to retire or – even worse! – goes off and joins another team! Personally,
however, I feel that the Crush rules are well worth using, and their inclusion in the Studio League has
meant that Coaches are already referring nostalgically to great ‘old’ teams such as the ’93
Skavenblight Scramblers or the ’94 Grudge Bearers.
If you decide to have a Crush then it should be held in the two week period after your Blood Bowl final
(you can hold it after a different final if you prefer). It is up to the League Commissioner to make sure
that all of the coaches in the league roll to see if any of the players in their teams retire or leave, and to
then get all of the Coaches together so that the Crush itself can be held.
Each coach must roll a D6 for each of the players in his team who has 25 or more Star Player points. If
the D6 roll is 4, 5 or 6 the player is perfectly happy and will remain with the team. On a roll of 1, 2 or 3
the player has decided he either wants to retire or leave the team (gulp!). Roll the D6 again. If the D6
roll is greater than the number of Niggling Injuries the player has suffered, then he is thinking of
leaving the team.
Retiring: A player who decides to retire cannot be stopped from doing so, although he may be kept on
as an Assistant Coach as described in the Death Zone rulebook.
Leaving: A player who has decided to leave can be persuaded to stay by being paid a retainer. Roll a
D6 and multiply the score by 10,000. The result is the number of gold pieces that must be paid out
immediately from the team treasury in order to keep the player on the team. Players that leave a team
may not be kept on as Assistant Coaches.
If a player retires or leaves the team, then their details should be crossed off the team roster.
However, if the player is leaving rather than retiring, then his details should first be transferred to a
blank Star Player Card, as there is a chance that he may be bought up by another team.
REPLACING PLAYERS
Fortunately for the Blood Bowl coach who finds that most of his players have retired or left the team,
finding replacements at the Crush is extremely easy. Because of this any player that retires or leaves
the team may be replaced for free with a new player of exactly the same type, but without any Star
Player Points, extra skills or characteristic increases. For example, if your Star Blitzer decided to retire,
he will be replaced with a free ‘rookie’ blitzer from your team list.
STAR PLAYERS
Star Players that were purchased for the team from Star Player Cards may also decide to leave or
retire. Roll for them in exactly the same way as a player with 25 or more Star Player Points as
described above. Obviously, if a Star Player decides to leave then you do not have to fill out a blank
card for them, as they will have their own already!
Star players cannot be replaced unless they are of the same race as the team that they were playing
for. For example, if Griff Oberwald retired from a Human team, then he could be replaced with a rookie
human blitzer. If Morg N’Thorg was playing for the same team and also decided to retire, then he
could not be replaced, as he is not a human player!
THE CRUSH
The Crush itself is split into two parts. In the first part the Coaches who have chosen to attend the
Crush are allowed to try and sign up any players that have left their team and are looking for more
lucrative offers of work elsewhere. In the second part of the Crush to Coaches get a chance to bid for
exceptional new rookie players.
In order for the Crush to work properly it really needs all of the coaches in the league to be present.
The League Commissioner should set a time and a place for the event, and make sure that all of the
coaches in his league knows when and where it is happening well in advance. If any fail to turn up it is
their own silly fault.
Once all of the Coaches in the league have been gathered together the Crush can take place using
the following rules:
1. The League Commissioner should take all of the Star Player cards for players that have left
their teams, and give them a shuffle.
2. The League Commissioner takes the top card from the deck and places it face-up where all of
the coaches can see it. He then rolls a D6 and places it on the card. The D6 roll times 10,000
is the reserve price for the player (for example, a roll of 3 would mean that the player had a
reserve price of 30,000 gold pieces).
3. The Coaches are allowed to bid for the player. A Coach can bid any amount, up to the total
amount of gold pieces that have in their treasury, as long as their bid is greater than the
reserve price for the player and is higher than the last bid placed. The player that bid the most
gets the player and must deduct the amount he bid for him from his treasury immediately. If no
one bids for the player, then the card is discarded. Note that a coach is allowed to bid for
players that cant’ play for his team if he wants to do so, either to run up the price or to stop an
opposing coach getting the player. However, if you end up buying a player that can’t play for
your team then the cash you spend is effectively wasted and you must discard the Star Player
card at the end of the Crush.
4. The next card in the deck is turned face-up, a reserve price is set, and the player may be bid
for. This carries on until all of the players that left their teams have been bid for.
5. And finally we get to the fun bit, the Crush itself! Although the majority of players signed on at
the Crush are fairly ordinary, each year there are a small handful of exceptional players whose
raw natural ability makes them stand out. (The signing up of the more numerous ‘ordinary’
players is represented by allowing players to take free replacements for players that have left
their team, as described above.) To see what raw talent is available, the League
Commissioner should take all of the Star Player cards from Blood Bowl and Death Zone and
shuffle them all together. He then turns over the top card on the deck, which represents the
first player through the doors. St a reserve price and bid for the player as described above.
Then turn over the next card and bid for that player, and so on. This carries on until the D6 roll
to establish the reserve price is a ‘1’. A roll of 1 means that this is the last ‘exceptional’ player
that will come through the door. The player the 1 was rolled for is bid for as normal, and then
the Crush is over.
By James C. Jamieson
Nurgle’s Rotters were a Chaos team made famous by the fact that a horrible and extremely infectious
disease known as Nurgle’s Rot afflicted all of its players. The team won many games by default, as it
was not uncommon for opponents to simply refuse to take the field against them. Those teams
desperate enough to do so were invariably changed by the experience. The Rot affects it victim slowly,
deteriorating both body and spirit. As a result afflicted players either kill themselves, go mad or else
sign up with the only team loathsome enough to have them: the Rotters themselves.
Unfortunately (well, unfortunate for the Rotters anyway) the team did not survive the collapse of the
NAF in ’88. Without a regular supply of victims to recruit they, quite literally, went to pieces.
You can’t keep a good plague down it seems. It’s almost ten years since the last appearance of Blood
Bow’s most putrid team. But Spike! Can reveal that speculation about a revival (if that is an
appropriate word) of the Nurgle’s Rotter is confirmed. Three members of the Middenheim Marauders
hospitalized after their charity game against mysterious newcomers D.K. Erengrad are reported to be
in a state of advanced and irreparable decomposition tonight. Kislev General Infirmary, where the
injured players are being treated has declined to comment but it has closed its doors to the public,
indefinitely. Chaos fans everywhere will be delighted.
NEW RULES
A new Chaos team wishing to devote itself to Nurgle must declare one of its players as a Champion.
The Champion has the skill Foul Appearance, as described in the Death Zone supplement. This skill is
a measure of the progress of the Rot, consequently the remainder of the team, Chaos Warriors and
Beastmen start with Foul Appearance at Level 0, indicating that they have not yet been touched by the
disease. Beastmen of Nurgle lose their Horns initially bet gain them as the rot progresses.
After each match, before allocating Star Player Points, roll a D6 for each player on the team. If the
number rolled exceeds the player’s Foul Appearance level his rot has progressed further and the Foul
Appearance skill is increased by one level. A roll of 1 always indicates no change in condition; hence
at level 0 the player must roll a 2 or more to become afflicted. Once afflicted consult the following
table:
No characteristic may go below 1. At Foul Appearance level 0 the player receives none of the effects
described for this skill. Upon reaching level 6 the player plays one last match after which he melts into
a pool of goo. This makes him somewhat redundant on the Blood Bowl field.
Opposing players wishing to block a player afflicted with the Rot must first roll equal or less than the
player’s Foul Appearance level on a D6. (Note from Tom of www.blood-bowl.net: This is a misprint. It
should say "must first roll equal to or greater than the player's Foul Appearance on a D6." We now
return you to the original article.) Failure indicates that the blocking player is so nauseated by his
opponent's state of corruption that he refuses to go anywhere near him.
If a Nurgle’s Rotter Badly Hurts or inflicts a Serious Injury on an opponent and an Apothecary does not
heal it, roll a D6. On a 1 the victim is afflicted with Nurgle’s Rot, gains Foul Appearance level 1 and
immediately loses one point of AV. The victim is shunned by his former teammates and has no choice
but to join the Rotters if he wishes to continue playing Blood Bowl.
Roll D6 for each newly afflicted player. On a 2-6 the player signs up with Nurgle’s Rotters and may be
added to the team roster for their next game. On a roll of 1 the player climbs onto the roof of the
stadium and ends his career abruptly by power-diving onto the astrogranite.
If for any reason a Nurgle’s Rot victim player has the Regeneration ability, he may actually be able to
reverse the progress of the disease. At the end of a match make a Regeneration roll as normal, on a
successful roll the player decreases his Foul Appearance level by 1 to a minimum level of 1.
Characteristics are not lost or recovered as a result of Regeneration, but at least the player’s life
expectancy may be increased. Similarly a Healing Scroll magic special play card may be use to
automatically remove one level of Foul Appearance from a player; this may be used at any point
during the match or in the post-match sequence.
Q: Does this mean all the Nurgle teams would be like this? (i.e. all have Nurgle’s Rot)
A: No. It is up to the individual coach/commissioner. I would rule that if a coach opted to play Chaos,
and wanted to use Plaguebearers and a Great Unclean One (Citadel Journal 8), then he would have
to use the rules for Nurgle’s Rot. I would advise the commissioner to try to have only one Rotter team
in each league.
Many of the questions concerned the cost of the players, especially the Beastmen. The complaint was
that the players were overpriced.
A: I think that you are paying for the concept of the Rot, by losing the extra 10,000 GCs per beastman.
Soon enough they are going to get infected and have Foul Appearance (which is a 20K Physical
Ability), and can use it all the time. Normal Beastmen get Horns, at the start of their playing career, but
only one of them can use it per turn! You are also playing in advance for the infected opponents that
your team will recruit for free.
A: It is just a question of game balance and I’d prefer them to be more difficult than a ‘normal’ Chaos
team. Jervis has spiked the Death Zone teams (e.g. Halflings and Undead), so that they should be
more of a challenge. I’d like the Rotters to be like that, only more so.
Summary: The cost of individual players is balanced by the unique abilities of the whole team.
Q: Also, how about allies? I think the allies should be as stated in the Citadel Journal, i.e. Ogre,
Goblin, Skaven, Dark Elf.
A: Nurgle’s Rotters do not take allies, as nobody in their right mind would actually join them. It would
be a death sentence! Instead, the Rotters can acquire ‘converts’ which could include any Race. If you
injure it, then there is a chance that it could play on your team! (for a short while).
Q: If an opposing player succumbs to the disease, is he deleted from his original roster?
A: Precisely! He joins your team, if you want him. You may make way for him/it, by ‘cutting’ a current
team member, if you have no available spaces on your roster. For TR purposes he costs his list price.
He has Foul Appearance Level 1.
A: Regeneration effectively means that the progress of the rot is halted indefinitely, as long as the
player is at a low level when he gets the skill. He has a 1 in 6 chance of getting worse, and a 1 in 2
chance of being recovered.
A: Nurgle’s Rot doesn’t only kill, but it also ruins the flesh. A wise Necromancer has gone to a lot of
trouble to keep his Mummies in good condition and his ghouls alive. While the Necromancer may not
care about the Zombies, he must protect his investment. Nurgle war bands can consist of plague
zombies, so the sorcerers of Nurgle must be able to maintain the undead state of a subject. They
cannot Raise the Dead, but perhaps they can sustain zombie existence.
A: Keep a portion of the skills section of the roster free, or better still, draw a line down so that you
have a fifth box after AV, and call this the FA Lvl box. Simply write your roster in pencil and make the
necessary addition/deletions as appropriate.
Q: Am I correct in assuming that FA Lvl 0 and FA Lvl 1 are functionally the same, except for the
AV loss?
A: No! I haven’t explained that well enough. FA Lvl 0 is a condition that has not yet started to express
itself. Any player in this state can be blocked as normal and cannot exert the -1 modifier (on passing
and catching) associated with Foul Appearance.
A Chaos Beastman in these circumstances is effectively a Human lineman. The team behaves quite
normally at the beginning, but becomes fun after a few games.
AND FINALLY…
Some people complained that the players got to powerful, when they got the Claw skill, especially as
the opposing coach had to roll a 5 or 6, on a D6, just to block him.
I answered by saying…
At FA Lvl 6, the player plays one final game with the following punitive characteristic reductions: -1
MA, -2 ST, -1 AG. As the average Beastman player will be 5/3/2/6 [Horns, Block, Claw], at FA Lvl 5,
he suffers a very high chance of deteriorating to level 6 after each game (1-5 on a D6). He is not likely
to stay at FA Lvl 5 for many games and for his final game; he becomes 4/1/1/6 [Horns, Block, Claw]. It
might be argued that at FA level 5 or 6 the Beastman is virtually unstoppable, but with his AG who on
Earth is going to pass to him??
FOREST FOLK
By Matthew Brown
‘Hi there, sports fans! Matt ‘Madd-on’ Manes here, bringing you the latest news
from the Blood Bowl locker rooms! That’s right; tonight’s exclusive is the
chance to field a team of Forest Folk in your games of Blood Bowl. Apart from
additional rules highlighted here, they follow the normal rules from Blood Bowl
and Death Zone.’
MISTS OF ANTIQUITY
There are realms in the forests of the Old World to which even the most learned Wood Elf Mages are
oblivious. For these places are not only protected by ancient magics but are an essential part of that
magic. These are the reams of Faery – beautiful glades, clear streams and sylvan woodland. A place
where thoughts and actions are synonymous. But the denizens of these reams had almost completely
shut out the external world – almost.
That was before Blood Bowl. The mischievous Pixies were the first to see, and the word spread
through the forests like, well, like a forest fire. The excitement in the noncorporeal universe was simply
inaudible. So much so that even the ‘real forests’ were drowned out by this insubstantial clamor. You’d
probably have to be ethereal (or a tree!) to appreciate such a sound.
Match day arrived. The Bright Crusaders were due to play Da Deff Skwadd, but for some unknown
reason Da Skwadd mysteriously failed to turn up for the game. They were last seen taking a shortcut
through a small eerie forest. However, the game would go on…
Da Skwadd fans were becoming restless, could they smell treachery? No, it was just the McMurty
Burgers. Either way, the fans wanted a match, or at least some other excuse for mindless violence in
the ‘safety of yer own stadium’. The Crusader fans began to mock the Orcs with sharp put-downs so
the Orcs ‘put down’ some of the human fans sharply! Then, slowly, all went silent, confusing most of
the rowdy assemblage as they were still hurling abuse (or whatever came to hand) at their fellow
sports fans. Gradually everyone became aware of the thousands of glowing shapes forming amongst
them. They were FAIRIES and Sylphs and Dryads and Nymph and – eh? – a rather stupid Troll
(there’s always one!).
The Orcs lost interest. It was apparent that Da Skwadd weren’t going to show, probably called up for
some ‘speshul assyn-ament’ by their tribal shaman or something. The human didn’t look like putting up
a good fight either. Why they were so fascinated by a stadium full of the most alluring females, clad in
transparent handkerchiefs was beyond the Orcy mind – ‘Well, dey aren’t even green!’ (Actually some
were, and some Orcs WERE fascinated.)
The rather stupid Troll ate a McMurty Burger. Then he ate the vendor who was standing too close. He
also ate a Faery, but she went straight through him (right, you can stop that – Ed).
The Orcs left the stadium in a huff*, the crowd settled and the sound level balanced out. The woodland
folk had become solid and many Bright Crusader fans passed out as a direct result. All the waiting
finally came to an end, the stadium doors swung open and in trooped a veritable horde of Satyrs
closely flanked by a pocket of Gnomes, all dressed up in Blood Bowl gear. Yet something was
missing. All eyes turned back to the stadium entrance (except those still glued to the sight of a semi-
naked lovely) and sure enough four noble and mighty Centaurs galloped through, calling to the crowd
in their outlandish tongue. The fans erupted into whoops and cheers. Head Coach Grump, later to
produce one of the greatest feats in Blood Bowl history, stood proudly admiring his team from the
dugout.
The Ref blew his whistle, the ball was launched toward the skies and the game was on…
The creatures of the forest all love sport and running especially so. They also have an almost
magical recovery rate, though they are not a particularly tough bunch. They prefer to stay out
of physical trouble and keep the ball moving, couple this with a lack of passing ability and
you have a flexible but hard hitting running game. Hit them before they hit you.
GNOMES
These Gnomes are the true Gnomes. In no way related to the Old World Gnomes who are, as the
Forest Gnome puts it, ‘Dwarfs who can’t hold their beer!’ It is also a misconception that they spend all
day fishing and wearing silly hats. They only do this when they venture into the ‘real’ world so as not to
be noticed. Indeed, how many times have you strolled past a garden full of brightly clothed people
wearing silly hats and not thought any more of it? Even if they carry fishing rods where there is no
water, or even when they’re dropping their trousers!?! It’s a strange magic that no one but a Gnome
can comprehend.
(However, every garden has its Gnome protector. Commonly known as the Gnome Guard! (This is
your last warning – Ed).)
Forest Gnomes are very agile and have developed a play with the Centaurs in which they leap onto its
back and gallop off for a TD! You’ve got to get past the Centaur first, these Gnomes Gnow what
they’re doing and are Gnot to be ignored.
SPECIAL RULES
Being about half the size of a normal Blood Bowl player does, unfortunately, have its disadvantages.
Gnomes are just a bit too small to throw the ball well, and so must increase the range by one category
when they make a pass. In addition, the little guys tend to break rather easily, which is represented by
allowing the opposing coach to add +1 to the dice roll whenever he makes an injury roll for a Gnome
player (including Gnome Star Players), this is in addition to any other modifiers that might apply.
CENTAURS
With the upper torso of a man and the lower body of a wild horse, Centaurs have wisdom and insight
combined with speed and strength. This combination is formidable in the least.
In their magical domain, the Centaurs delight in roaming far and wide across plains and demonstrating
their awesome power in jovial gatherings, where the drink flows as freely as their spirits. The Centaurs
are the lynchpin to the success of a Forest Folk team, and may agree, the best company in any post-
match celebrations!
SATYRS
The Satyr, like the Centaur, is a combination of parts. With their small, sharp horns they have the legs
of goats and the torsos of men. They are amorous creatures and spend nearly every moment trying to
win over a Nymph’s affections, much to the Nymph’s entertainment. They play seductive pipes, display
their prowess in athletic contests, but usually have to resort to a crafty chase. With the following a
Blood Bowl team acquires, it creates the ideal platform from which a Satyr can show his talents and
hopefully claim that elusive prize. Obviously, with thousands of Nymphs watching, there is no shortage
of Satyrs wishing to play.
STAR PLAYERS
As the Treemen are so closely linked to the woodland races, the coach of a Forest Folk team may hire
Treemen Star Players. Therefore Treemen will now play for Halfling, Wood Elf, and Forest Folk teams.
RIDE SKILL
To overcome their shortcomings (okay, I’ll let that one go – Ed) the Gnomes have worked out a
cunning special play with the Centaurs, which is represented by the Ride skill. The two players must
be in adjacent squares for the Gnome to mount up (I know what you’re thinking and you can jolly well
stop it! – Ed).
It costs 3 squares of movement for the Gnome to climb on. You may use ‘Go For It’ squares to
achieve this. If you fail these, the Gnome will be left prone in his square. Roll for armor/injury and the
team will suffer a turnover as per normal.
If moving onto the Centaur’s square requires a dodge roll you must take it as though the Centaur’s
square was a normal empty square. But you will fall prone in your own square upon failure as above.
A Gnome may not make a Block or be Blocked and has no Tackle Zone while on the Centaur. He may
not lend assists or make a Foul either. He may Blitz or Foul only if he dismounts before strike. He may
Pass, Catch and make Hand-offs as normal. You may also make Hand-offs between Centaur and
rider if you wish. Treat this as a normal Hand-off; just remember who has the ball!
Instead of the Gnome climbing onto the Centaur, the Centaur may lift the Gnome onto his back. This
costs 3 of the Centaur’s movement plus a further point for every opposing Tackle Zone the Gnome is
standing in. It’s difficult to pull a Gnome from a lot of grasping hands! You may not lift a prone Gnome.
Note also that the Gnome will not be making a dodge roll in this case; he is simply being hoisted out of
danger. The Centaur may use ‘Go For It’ squares.
The Centaur is unaffected by a Gnome on his back and may take any actions available as normal. He
still retains his Tackle Zone.
The ball carrier must have his feet on the ground in the Endzone to claim a TD. It does not count if the
Gnome has the ball but is still riding on a Centaur’s back in the Endzone. You must Hand-off to
someone standing in the Endzone (the Centaur for example) or Dismount.
You may only Dismount into an empty square. It costs 3 points of movement to Dismount (the Centaur
cannot lift the Gnome off). The Gnome will have to make any necessary Dodge rolls to leave the
Centaur’s square if it is in an opposing Tackle Zone.
The Centaur may be blocked as normal (even when carrying a Gnome). If he is knocked down, the
riding Gnome will be thrown off. Scatter the Gnome once from the fallen Centaur’s square. The
Gnome will remain on his feet on a D6 roll of 4+ (they’re agile little blighters). Any player the Gnome is
thrown into, prone or standing, must be pushed back.
You may aim a Zap spell at the riding Gnome if you wish, but if it misses it will also miss the Centaur.
A Fireball or similar explosion must be aimed at the Centaur rather than his riding companion; the
Gnome will still be thrown off as a result of the Centaur falling over. All players must set up on their
own feet before the kick-off; you may not start a drive mounted up.
TEAM WIZARD
The Forest Folk do not use ordinary wizards. Instead they will hire a skillful Satyr to play his panpipes.
At any time once per game the Satyr may play his pipes. They send out a peaceful, slumber-inducing
melody. Pick any one player on the field and roll two dice, adding the scores together. Your opponent
rolls one dice. If the Satyr rolls equal to or higher than his opponent then the target player succumbs to
the spell and momentarily drifts off to sleep. Place the victim stunned (Apothecaries may not alter this).
If the target player was carrying the ball then it will scatter once from the square and the team will
suffer a Turnover, otherwise the team may continue with its turn.
FANS
Fans of a Forest Folk team are alluring, to say the least. To represent this if a 1 is rolled (before
modification) by your opponent on the Fan Factor table you may add 1 to your own Fan Factor, the
opposing fans are so enchanted that they follow the Forest Folk. This is in addition to any fans you
acquire or lose when rolling on the Fan Factor table yourself.
Maat is the second Centaur to have come to the Old World. He is now the mightiest and
wisest of them all. The original Centaur, the oldest Centaur, was unfortunately severely
wounded. His injury was so deep even his miraculous healing powers could not save him. He
resides with the Gods, amongst the stars, watching over his people.
NAME POSITION COST MA ST AG AV SKILLS
‘By the way folks, interested in what Grump did? Well, sit still now and listen tight…’
Head Coach Grump of the Forest Folk side holds the ‘Most Impressive Single Play’ award. It started
during a disastrous match against the Chaos All-Stars. The Folk were down 4-0 before halftime. They
needed to rethink their strategy, which, up until now seemed to have been ‘get hit by everything and
stay down’.
Those team members still able to took to the field again and immediately lost the ball. Coach Grump
was totally incensed! He stormed up the All-Stars Blitzer (Folk officials quickly called a substitution),
dropped him with a blinding display of force and, grabbing the ball, promptly ran towards the All-Stars
Endzone. The problem was, he didn’t stop running – EVER! He shot right through the Endzone and off
into the distance.
Exactly a year later, the Folk were playing host to the Reavers. The second half had only just begun
when, from the depths of the Folk dugout burst none other than Coach Grump! His clothing was
tattered, and he seemed to be dragging a number of washing lines behind him. A large pair of pink,
ladies bloomers covered most of his face (Ooer – Ed) yet he still carried the match ball and hadn’t let
up in pace one bit!
He hurtled across the pitch and tore through the Reaver’s Endzone, leaving everyone as stunned as a
very stunned thing. When the dust settled, Coach Grump was nowhere to be seen.
This happened for the next six years. Coach Grump would appear, seemingly from nowhere, at
exactly the same time, charge the length of the filed and sprint off into the distance!
He had scored 8 TDs in one mad dash play! Inflicted 32 player fatalities, 101 fan fatalities, 2 Referee
fatalities, made 2 interceptions and even completed a pass! After much wrangling, the RARG
(Referees and Allied Ruleskeepers Guild) finally ruled his play good. Mainly due to the fact that he was
a Forest Folk team member and was carrying an official match ball, even if it was a bit deflated.
Following these events not one team would play the Folk at their stadium on that day. So Grump’s
play ends there. But it is still said that at a certain time on a certain day at a certain place Coach
Grump can still be heard, running across the turf and off into the distance.
*Huff – Due to the hapstance of there being a rather erudite scholar and inventor attending this match,
the Orcs, departure was to become the seed of a brand new form of transport, the huff-huff - a long
platform with many wheels, pulled by a large troll. ** He later made another for the fans of the winning
team. He called it a Chuff Chuff. (In the event of a draw you would go home in a Hoo-Ha)
*Troll – Prior to this the Troll was the ‘coach’ of a Snotling side – he would carry them all on his back
to their matches. Unfortunately, on one fateful night, he arrived late, passengerless and with a severe
stomach ache!
OUT OF RETIREMENT
Blood Bowl Star Player Update
By Jervis Johnson
Article orginally presented in Citadel Journal #25 and Blood Bowl Compendium
#1
"Well sports fans that’s a big thank you to the Chairman of the NAF, Mr. Jervis Johnson. So Bob,
what’s new?"
"Well Jim, it seems that the lure of mega-bucks has dragged some of the Blood Bowl ‘oldies’ out of
retirement and back onto the pitch this season."
"Does this mean that we’ll be seeing the legendary, six season veteran, ‘Ole Bony-Pegleg-McNasty’ of
‘Night Horrors’ fame Bob?"
" ‘Fraid not Jim, not after the practice match the Night Horrors had against the ‘Midgard Marauders’
and their new Star Player acquisition ‘Wilhelm Chaney’ the Werewolf."
"He sure has got a taste for those Undead teams Bob!"
Dwarf
Barik Farblast Longbeard 90,000 4 3 2 9 Block, Tackle, Thick Skull Dwarf Bazooka*
Chaos
Bilerot Vomitflesh Warrior 125,000 4 5 2 9 Dirty Player, Foul Appearance Chaos None
Chaos,
Dirty Dan Goblin 70,000 6 3 3 7 Dirty Player, Dodge, Stunty Goblin, Orc None
Chaos
Dorjak Sureclaw Mutant 130,000 6 4 3 9 Claw, Very Long Legs Chaos None
Eldril Sidewinder Wardancer 150,000 8 3 4 7 Block, Catch, Dodge, Leap, Sprint Wood Elf None
Dwarf
Flint Churnblade Longbeard 110,000 4 3 2 9 Block, Tackle, Thick Skull Dwarf Chainsaw
Human Break Tackle, Mighty Blow, Stand
Frank N. Stein Blocker 135,000 4 5 1 9 Firm, Thick Skull Undead None
Chaos
Dwarf,
Geargrinder Orc Cyborc 125,000 3 5 2 9 Block, Mighty Blow, Stand Firm Goblin, Orc None
Chaos
Gorlmen Goreblade Warrior 125,000 5 4 3 9 Dauntless, Frenzy Chaos None
Chaos
Hacker Speenripper Warrior 135,000 5 4 3 9 None Chaos Chainsaw
Human
Helmut Wulf Lineman 80,000 6 3 3 8 None Human Chainsaw
Wood Elf
Highelm Lyrpade Lineman 125,000 7 4 4 7 Block, Pass Block Wood Elf None
Human
Hoshi Komi Catcher 120,000 8 3 4 7 Catch, Dodge, Leap Human None
Chaos
Lewdgrip Whiparm Warrior 135,000 5 4 3 9 Pass, Sure Hands, Tentacles Chaos None
Skaven
Rasta Tail-Spike Mutant 100,000 8 3 3 7 Catch, Extra Arms Skaven None
Skaven
Skreet Lineman 145,000 7 4 3 7 Block, Dodge, Guard, Leap Skaven None
Slarga Foulstrike Beastman 105,000 6 3 3 8 Dirty Player, Extra Arms, Horns Chaos None
Orc
Ugroth Bolgrot Lineman 100,000 5 3 3 9 Thick Skull Orc Chainsaw
Wilhelm Chaney Werewolf 135,000 7 4 3 8 Frenzy, Razor Sharp Claws Chaos, None
Human
WIZARDS N’ WEAPONS
By Jervis Johnson
Beef up your Blood Bowl Wizard with these race related special abilities and ‘tool up’ your team with
some new-improved, awesome and horribly illegal items of mass destruction…
In the past the use of magic during a match was banned. However, one of the conditions demanded
by MAD (organizers of the Dungeonbowl tournament) in order for them to join the NAF was that
magicians be allowed a more direct role in the game. Now any team is allowed to include one
Magician as a member of their coaching staff – as long as the team can afford to pay the exorbitant
150,000gp fee to the appropriate college of magic in order to hire the wizard for the team. The type of
wizard a team gets depends on the race of the team; High Elf teams get High Elf wizards, Orc teams
get an Orc shaman, Dwarf teams get a Dwarf alchemist and so on. The Wizard must be represented
by an appropriate, painted Citadel Miniature. A team is not allowed more than one Wizard.
CHAOS SORCERER: Chaos Sorcerers use Dark Magic to cast their spells. Dark Magic is the most
powerful and destructive of all types of magic, but it is almost as dangerous for the user as it is for the
victim that it is used against! A Chaos Sorcerer may cast a bolt of destructive warp energy at an
enemy once per match. The Wizard lurks in the crowd, firing the Warp Bolt at the appropriate moment.
The Spell can be cast at any time, interrupting the opponent’s move if required. Roll a dice when the
spell is cast. On a roll of 2-6 the victim is hit and knocked over by the Warp Bolt. Such is the power of
the Warp Bolt that it automatically penetrates the victim’s armor, so roll on the injury table immediately
to see what injuries were inflicted. On a roll of 1 then something has gone dreadfully wrong with the
spell. Roll the dice again. On a roll of 1-3 the Chaos Sorcerer is destroyed by his own spell, cross him
off the team roster. On a roll of 4-6 the Wizard is horribly injured but survives. However he may not be
used in the next match while he recovers form his injuries.
CHAOS DWARF WIZARD: Chaos Dwarf Magic causes earthquakes, landslides and so on. Once per
match a Chaos Dwarf Wizard is allowed to use his power to cause a miniature earthquake centered on
one square on the pitch. The spell can be cast at any time, interrupting the opponent’s move if
required. Anybody standing in the target square is knocked over on a D6 roll of 3 or more, while
players in adjacent squares will be knocked down on a roll of 5 or 6. Make armor rolls for players that
are knocked over as normal.
DARK ELF WIZARD: Dark Elves hate pure sunlight and Dark Elf Wizards are able to manipulate the
weather, to create storms and bring rain clouds to blot out the sun. Before making a roll on the
weather table (either at the start or during the match), a coach with a Dark Elf Wizard in his team is
allowed to roll a D6. On a roll of 2-6 the Coach is allowed to choose the weather result rather than
rolling it up randomly. On a roll of ‘1’ the result must be rolled up normally on the weather table. In
addition, once per game the Wizard may call down lightning to strike a player anywhere on the field.
The spell can be cast at any time, interrupting the opponent’s move if required. The victim is hit and
knocked over by the lightning bolt on a D6 roll of 4+. Make any armor and injury rolls for the victim as if
he had been knocked over with a player with the Mighty Blow skill.
HIGH ELF MAGE: High Elf wizards spend much of their time stargazing and recording the astral
conjunctions to foretell the future. This ability is represented by the Coach being allowed to draw twice
as many Special Play cards as he normally should, and then discarding half of them after looking at
the cards drawn. For example, if the Coach was allowed to take 2 Special Play cards for a match, he
would be allowed to draw 4 cards and then keep the two that he like the most.
ORC SHAMAN: When Orcs are grouped together they generate a special type of magical energy
called the Waaagh! Unless the energy is channeled it causes all kinds of strange poltergeist activity,
causing objects to mysteriously move about or fall over. Orc Shamans are able to harness and direct
this power. If an Orc team has a Shaman then he may be used once per match to cast the Hand of
Gork spell. Nominate an Orc player, and then roll two dice and add their scores together. The total is
the number of squares that the Hand of Gork moves the player. Because the spell lifts the player high
in the air, he may ignore Tackle Zones and occupied squares as he moves. He must, however, come
back to earth in an empty square!
GOBLIN SHAMAN: Goblin Shamans have the same magical abilities as Orc Shaman; they are just
not as good at it! On the other hand, Goblin Shaman are always keen to work with Blood Bowl teams
because it is difficult for them to make a living otherwise, and so they only cost 75,000 gold pieces to
hire for the team. A Goblin Shaman is allowed to cast the Hand of Gork spell once per match, and may
use it to move a Goblin from where he is standing to another square on the field. However, the Goblin
version will only move the player a number of squares equal to the roll of one die, rather than the two
dice for the Orc version of the spell.
SKAVEN GREY SEER: The Skaven worship their own Chaos God, the Horned Rat, the manifestation
of their race and of all their evil plans to rule the world. Like Chaos Sorcerers, the Skaven use the
power of Dark Magic to power their spells, but supplement it by consuming warpstone – solid pieces of
black energy blown into the world by the howling winds of magic. A Grey Seer may cast the dreaded
Death Frenzy spell once per game. The spell may be cast on a Skaven player at any point during a
Skaven turn, just before the player takes his action. Roll a dice. On the roll of 2 or more the Skaven is
empowered by the power of the Horned Rat and turns into a frenzied whirlwind of destruction. He may
take two actions, one after the other, instead of only one! On a roll of 1, however, the Skaven suffers a
dreadful warp spasm. He falls to the ground, writhing in agony, and dies on the spot. Remove the
model from the field and place it in the Dead and Injured players box.
WOOD ELF MAGE: Wood Elf Magic is intimately tied to nature, the seasons and healing. Wood Elf
Wizards have the same special ability as an Apothecary, except that a Wood Elf Wizard is able to use
his ability twice per match, either to allow two players with Niggling Injuries to play in the match, or to
heal two injuries during a game.
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. The Cannonball player is considered set up inside the
cannon, and is not placed on the pitch until he is fired (though he still counts as one of the 11 players
on the pitch).
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. The Cannon may not be blocked or attacked in any way, and
neither can the player inside it.
The cannon may be fired by any player in an adjacent square to the cannon as his action for the turn.
Note that opposing players may fire the cannon. 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 (see the main rules). If he goes over the End Zone he scores a TD, but is Seriously
Injured when he (crash) lands! If the Cannon is banned by the Ref then the Dwarf Cannonball is sent
off with it (there is no penalty for firing the thing!).
The natural greed of Troll players is legendary, but even in such prestigious company as Ripper
Bolgrot and Bork Bulgebelly, Vizgrak Pigczit is acknowledged as the greediest Troll player ever.
Pigczit was especially fond of Referees, as he proved in a supposedly friendly match against the Grim
Axebreaker Dwarf team. During the match he ate all nine Referees on duty. He then ate the Referees
Inspectorate, everyone in the Hospitality Marquee and then the official statistician. That ended his
official run at 45, but he is known to have caught at least another four dozen from the Annual Referees
Outing as they attempted to escape from the stadium disguised as priestess. Pigczit’s record of 89
Officials Consumed in One Game is unlikely ever to be beaten.
RESERVES
From an early age, every Human, Orc, Dwarf or Elf longs to be a Star Player of their favorite Blood
Bowl team. Forward thinking Coaches try to sign these enthusiastic youngsters at an early age, hoping
to lay their hands on the next Griff Oberwald. Unfortunately, for every player who makes the big time,
a thousand others prove their worth as members of the team’s fan club!
RESERVE TEAMS
Any team except Undead, Vampire or Big Guys may have a reserve team. It is in this reserve
side that future talent is groomed until ready to join the first team full-time. If you wish to set
up a reserve team you must first gain the approval of your League Commissioner. The next
step is to hire a Coach to run your reserve team. The types available, along with their cost and
advantages are listed below. You may only have one Reserve Coach at a time.
Experienced - 50,000
Veteran +1 100,000
You deal with reserve team affairs at the start of the purchases section of the Post-Match Sequence,
before you buy any new players/coaching staff. You must first pay the Reserve Coach 10,000 GPs for
the team’s upkeep (i.e. bribes!). If for some reason you cannot or will not pay this then the Reserve
Coach ups and leaves, along with all his stars of the future. You may hire another Coach as soon as
you have the money. When you have paid for the team’s upkeep you may make one roll on the
Reserve Team Table. Note the bonus for having a Veteran/Star Coach is applied on the Player Table,
not the Reserve Team Table. Because there are so many cheap Goblins and Halflings willing to sign
up to play Blood Bowl, a Head Coach from one of these teams may reroll the dice roll on the Reserve
Team Table only, if he wishes. If you choose to reroll then you must accept the second result, even if it
is worse than the first. You do not have to roll on this table if you don’t want to, but once you have
tolled the dice you cannot ignore the result.
Roll Result
Progress. The Coach is pleased with the team’s progress. You may reroll the
2
result once next time you use this table.
Promising. The Coach is grooming some potential stars. You may add +1 to
3-5
your next roll on the Player Table. *
6 Success. The Coach has decided one of his youngsters is ready for the big time.
Roll on the Player Table.
*You may have any number of these bonuses, in addition to your Reserve Coach bonus.
If your roll entitles you to a new player then roll immediately on the Player Table to determine the type
of player available, adding any bonuses for your type of Coach and Promising rolls on the Reserve
Team Table.
The player you roll is free and you may add him to your team roster straight away. If you
already have 16 players you must either retire an existing member, or lose the new player for
good. Remember you cannot exceed the limits on particular types of player (e.g. 4 human
Blitzers).
Roll Result
Useless. The player is far too bad to play major-league Blood Bowl. You get no
1
player this time.
Rookie. The player is reasonable. You may add one Rookie player to your team
2-5
roster.
Skillful. The player is more skillful than expected. You may add one Skillful
6-7
player to your team roster.
Raw Talent. The player has great potential to become a great. Add one Raw
8-9
Talent player to your team roster.
Star. The reserve coach has overlooked a brilliant youngster. Add any one player
10
to your team roster.
If you roll a player type that means you cannot afford even the cheapest player available to you, do not
add a player to your team roster; instead add +2 to your next roll on the Player Table.
Note if you are using Jervis Johnson’s Big Guys rules that Bull Centaurs, Rat Ogres and Trolls may
not come through the reserve team. Neither can you take allies or Star Players from the cards in
Death Zone or the original game as players from the reserve team.
A special not if you are using Andrew Hall’s He Plays Like A Daemon rules or Phil Lowle’s Blood Bowl
Squigs rules. Daemons and Squigs may not be taken as reserve team players, and anyone who tries
to take them as such should be shot! (Here, here – Ed.)
EMERGENCIES
If a Head Coach that has a reserve side ever has to go into a match with 10 or fewer players available
to start (due to injury or death for example) then you may draft in a player form the reserves, the only
exception being if you have a full squad of 16 players. This takes place in the Hire Freebooters section
of the Pre-Match Sequence. You may ‘draft’ any type of player on your team list (still not allies), and
pay half his normal cost. Remember to update your team rating with the player’s full cost for the
purposes of handicaps etc.
You get to keep the player after the match just as if you had bought him, but he has been plucked from
the reserves prematurely, and will suffer due to lack of match practice. Make one unmodified roll on
the Rookie Table to determine this handicap. A characteristic may never fall more than 2 below its
original value, and may never fall below 1. Ignore a result that would cause this to happen. All results
are permanent.
In the harsh reality that is Blood Bowl large, rich teams often prey on the young talent of poorer teams,
knowing that big-money deals cannot be refused when you’re saving for even the cheapest of players.
Roll Result
Dreadful Player. Make D3 Star Player Rolls and remove their effect. On a roll of
11 remove one point of AG. On a roll of 2-9 remove one skill of your choice.
1
Ignore this result if a player has no skills left. Physical Abilities may not be
removed.
Crippled. Roll D3 times on the Serious Injury Table. The player will not miss any
2
matches, as these are old injuries.
Slow. The player is heavily built and very slow. Remove one point from the
3
player's MA.
4 Weak. The player is short and skinny. Remove one point from the player's ST.
Clumsy. The player has bad reflexes and coordination. Remove one point from
5
the player's AG.
Ugly. The commentators take a dislike to the player. The player may never earn
6 Most Valuable Player awards. Put a big cross in the MVP column on your team
roster next to his name.
Nervous. The player will not learn from experience until he settles down. The
7-8 player will not earn SPPs until you first roll a 6 on a D6. You may roll at the start
of every match he plays after the first.
TRANSFERS
CONTRACTS
The mainstay of the transfer system is the contract. It allows a Head Coach to secure the services of a
player for a number of seasons with one lump sum – also cutting down on weekly expenses. When
using these rules a player is assumed to be in one of two states: under contract, or a free agent. They
player’s Head Coach only has control over any transfer activity if the player is under contract.
The duration of a contract is measured in ‘seasons’. This is the time it takes to complete all league
fixtures and open tournaments once. (It is a good idea to play these in the same order each season).
So if a player ‘signed’ a two-year contract at the start of a new league, he would become a free agent
as soon as the last match of the second season had ended (including after the Post-Match sequence).
Players will sign new contracts at the very start of the purchases section of the Post-Match sequence,
before any players are bought of sold. A contract costs 1,000 GPs per star player roll a player has
taken, per season. So a player with 126 SPPs – 5 star player rolls – would demand 10,000 GPs for a
2-season contract. It is a good idea to place a player under contract as soon as he becomes
experienced for as long as possible – it is a rare player (or league) that will last 5 seasons!
Note down in a handy space the length of the contract, marking each season down as it passes using
a tally system. The maximum length of any contract is 5 seasons. Players under contract are paid one
lump sum when they sign the contract, cutting down on their weekly wage. To represent this while a
players contract lasts you may deduct half his value from your team rating (not any SPPs) on the
Match Winnings Table only.
Newly purchased players (in a starting team for example) count as free agents until they have earned
enough SPPs for you to place them under contract and you have paid for such a contract.
When a contract ends it may be renewed using the players new no. of star player rolls. Note that as
contracts are signed before players are bought a Head Coach may renew a play’s contract before any
other coach has the opportunity to take advantage of his free agent status. This becomes important
when using the rules for transfers detailed below.
Star Players from the cards in Death Zone and the original game will not sign contracts – they instead
demand a huge part of the gate! – but they can never be transferred either (see below).
TRANSFERS
Transfers take place in the purchases section of the Post-Match sequence, after contracts are signed,
but before normal purchases (so Head Coaches can spend the money they receive). This is
summarized below:
If a Head Coach decides he wants to buy an existing player from another team he must first find out if
that player is under contract. If he is then that player’s Head Coach may decide to let you approach
the player or not. If the player is a free agent then the Coach has no say at all – you may make an
approach. You may not attempt to buy a player from a team with 11 or fewer players. You may attempt
to approach a player once after every match his team plays. To make an approach simply roll on the
Player Reaction Table, using any modifiers stated below. You should make this roll in front of the other
player.
PLAYER
DIFFERENCE IN REACTION TABLE
TEAM RATINGS MODIFIER (+ or -)
0-50 0
51-75 1
76-100 2
101-125 3
126-150 4
151+ 5
PLAYER REACTION TABLE
8+ Accepts approach
When buying a free agent a tribunal will set the player’s price – the Head Coach who made the
approach must either refuse to pay that price or accept it, transferring the correct number of GPs to
the other team’s treasury.
When buying a player under contract the Head Coach of the player’s current team may demand any
price he likes! Again, the buying Head Coach must either accept or refuse. The only exception when
setting a price is that it may never fall below the player’s original price (e.g. 50,000GPs for a human
lineman). It is still a good idea to use the fixed part of the tribunal table to get a rough idea of the
player’s worth.
Once a price has been agreed and the money has been paid the player is added to the team roster for
his new team – remember you may not have more than 16 players in a team. You must have the
League Commissioners present to over see the transfer at this stage.
A player bought from another team must sign a contract immediately – this is the only time when you
may sign a contract out o sequence – that’s the whole point of the transfer system. Obviously Rookies
transferred will not sign contracts.
EXAMPLE
The Reikland Reivers want to buy a linesman from the human team ‘the Carroburg Crusaders’. He
has 37 SPPs, and has rolled two new skills and one ST increase. He has also had the Magic Helmet
Magic Item card played on him, increasing his AV by one point. During his career he has suffered a
Smashed Knee (Niggling Injury) and a Broken Neck (-1AG). His cost is 50,000 (Original Value) +
80,000 (4 Characteristic Increases/New Skills) – 20,000 (1 Characteristic Decrease) – 5,000 (1
Niggling Injury) +15,000 (D6 roll of 3 x 5,000) coming to a total of 120,000GPs.
You may buy players of the same race as your team without restriction. Buying players of a different
race to your team follows the rules and restrictions listed in Jervis Johnson’s Big Guys article (Pages
34-11). Treat players transferred exactly as you would any other allied-race player, suffering the fan
factor and team reroll penalties as normal.
Note neither the daemons from J8 or the squigs from J11 may be transferred, as only Chaos and
Goblin players may have the Chaos Sorcerers/Squig Hunter Teams respectively needed to use these
players and anyway, imagine a Bloodletter playing for a Goblin team!
It took a long time for the Blood Bowl frenzy to reach the astral planes, but when it did…WOW!
Daemons make great Blood Bowl players, as Chaos teams have found out. Of course, there are some
disadvantages. Most often it’s the fact that some people can frown upon creeping around at the
witching hour of the winter solstice with a sacrificial dagger and a maiden of purity. The Daemons
themselves are not paid (well, not with money…), as they have no use of mortal possessions. The
money goes to the Chaos Sorcerers who are foolish and greedy enough to summon and bind these
servants of Chaos. This is not the only disadvantage. With no armor and only a Daemonic Aura to
protect them, it is quite common for Daemons to be pounded into the ground and spend the rest of
eternity in the magical equivalent of the dugout.
Use the following team lists for your Chaos teams if you wish to use these rules in your games of
Blood Bowl. Remember that your League Commissioner must agree to use these rules in your
particular league.
The difference between these Chaos teams and a normal Chaos team is that team must be dedicated
to one of four Chaos Powers. These are Slaanesh, Khorne, Tzeentch or Nurgle, and the Daemonic
player they are allowed is the Daemon of their patron deity – Plaguebearers for Nurgle, Bloodletters
for Khorne, Daemonettes for Slaanesh, or Horrors for Tzeentch.
To field Daemons or Greater Daemons, a Chaos team must have a team Wizard. If the Wizard is
killed, gets a better offer or leaves the team for any reason, a new one must be hired before the next
match. If this isn’t done then all Daemons and Greater Daemons on the team will be plucked back into
the void (some people call this banishment, but anyone who really knows Daemons its because they
get bored). Having Daemons on your Chaos team doesn’t affect the Wizard’s spell casting ability and
you may still cast one spell of your choice during a match. (No, we don’t want rules for the Playbook of
Nagash, or the Catching Mitt of Nagash!)
Daemons do not have a normal armor like other Blood Bowl players. Instead they are protected by
their Daemonic Auras. This is treated the same as an ordinary Armor Value, except that a player never
gets any modifier to his roll when he attempts to beat a Daemons’ Daemonic Aura, so the Claw,
Mighty Blow or other skills do not increase the chances of injury.
If a daemon’s Daemonic Aura is beaten, roll for injury as normal. However a result of Badly Hurt,
Seriously Injured or Dead means the Daemon should be taken off your team roster and is dead.
Instead of being banished to the warp, a Pink Horror that is Badly Hurt, Seriously Injured or Dead
splits into two Blue Horrors. One of these is placed in the square the Pink Horror occupied; the other
scatters D6 squares as it pops into existence. If the final square is occupied, the Blue Horror is placed,
knocked over; in the target square and the other player is pushed back and knocked down. Armor and
injury rolls should be made as normal.
If having Blue Horrors appearing takes your team over the allowed eleven players, roll a dice at the
start of each of your own turns. On a roll of 1, 2 or 3 one of the Blue Horrors is sent off for the rest of
the match (randomly determine which one). On a roll of 4, 5 or 6 the referee thinks the manic leaping
Daemons are just one very fast player…
If both Blue Horrors are cast into the Warp through injury, then the Pink Horror is also dead, remove it
from your team roster. However, if one of the Blue Horrors survives a match the Pink Horror is still
okay and will start the next match as normal. Blue Horrors cannot earn Star Player Points; they are
lost when they merge again to become the Pink Horror.
Where there’s Chaos, there’s Greater Daemons. These behemoths of the Blood Bowl pitch have a
number of special rules. All Greater Daemons, with the exception of the Bloodthirster, have a
Daemonic Aura instead of normal armor, and this follows all of the rules on the previous page. In
addition, no Chaos team can ever have more than one Greater Daemon. The Greater Daemon they
are allowed depends on their patron Chaos god. Teams that follow Khorne can have a Bloodthirster,
Slaanesh teams can have a Keeper of Secrets, a Lord of Change plays for Tzeentch teams, while the
followers of Nurgle can have a Great Unclean One taking up the room at the back of the team coach.
Chaos Daemons are bound to this world rather loosely. There is a chance that they will lose control of
their mortal forms and temporarily return to the realms of Chaos. To represent this, a Greater Daemon
has a penalty roll, just like a Dwarf Deathroller or a Goblin Chainsaw. The rules for Penalty Rolls are
given in the Blood Bowl Handbook.
Greater Daemons are tougher than other Daemons, and therefore they are only banished to the warp
if they are Seriously Injured or Killed. If they are Badly Hurt they simply miss the rest of the game as
usual.
The huge bulk of a Great Unclean One is always a popular sight with the fans. As it spews gouts of
putrid foulness at the opposition, the fans cheer and clap, pointing out particularly virulent boils and
blisters that erupt on the opposition.
A Great Unclean One can use a special Stream of Corruption attack instead of making a Block (this
means it can move and use this attack if you declare a Blitz action). To resolve this use the teardrop-
shaped template. Place the narrow end touching the Great Unclean One, the other end pointing
towards the enemy. Any player (on either team) half or more under the template must make an
immediate Dodge roll using these modifiers. If this is failed the player is knocked over and may be
injured as normal:
The player does not actually move he just tries to duck under the gout of filth blasting towards him.
BLOODTHIRSTER…Penalty Roll 8+
The Bloodthirster is the embodiment of Khorne’s anger and rage. A Bloodthirster is a terrifying sight as
it charges down the field bellowing its hatred and swatting aside everything in its path. Remember a
Bloodthirster is the epitome of war and battle, and that Blood Bowl is supposed to be a sport. (Don’t
say we didn’t warn you!)
A Bloodthirster wears Chaos Armor rather than having a Daemonic Aura. This means it follows all of
the normal rules for armor and opponents can modify their Armor rolls with skills or cards.
Lords of Change are the masters of intrigue and magic. They wield the unearthly powers of Chaos,
causing the ball to change into a small duck, the opposing team’s halftime squash to contain funny
squiggly things, the crowd into a bunch of contemplative, bespectacled intellectuals and so on.
Having a Lord of Change on the Pitch when there is a Kick Off allows the Chaos Head Coach to draw
a Random Event card from the deck. This may be played as normal with the following exceptions. If
the Lord of Change is off the pitch then the Chaos player may not play the Random Event Card. Only
one Random Event card can be held for the Lord of Change. If you do not use it and there is another
Kick Off, you do not draw a new card. If the Lord of Change is sent off, Badly Hurt, banished to the
reams of Chaos or misses the rest of the game for another reason then discard the Random Event
card immediately. Random Events that are played after the match may be used as long as the Lord of
Change is not Badly Hurt, has been banished or was sent off by the Referee.
Note: this will result in a turnover if the player is passing, catching, picking up the ball, or even moving
while holding the ball (so total is the enthrallment). If multiple actions are attempted within the tackle
zone, a successful Agility roll must be rolled first before each action.
Residing in these glorious halls you will find the product code, price and
description of every Blood Bowl miniature that is currently available from Mail
Order. You can ‘kit out’ your team with Cheerleaders, Referees, old Star
Players, Big Guys, nutters with chainsaws…
Note: All players are 1.75 British Pounds Sterling (BPS) a piece, unless otherwise noted
073407/4 Engine
073407/5 Driver
BLOOD BOWL ELVES (these may be used as both High and Wood Elves)
073375/1A Lineman 1
073375/1B Lineman 3
073375/1C Lineman 5
073375/1D Lineman 8
073375/2A Lineman 2
073375/2B Lineman 4
073375/2C Lineman 6
073375/2D Lineman 7
073375/3A Thrower 1
073375/4A Kicker 1
073375/4B Kicker 2
073375/5A Cather 1
073375/6A Blitzer 1
BLOOD BOWL STAR PLAYERS (all Star Players are 3 BPS unless otherwise noted)
099901001 Ghoul 1
099901007 Mummy 1
099901010 Wight 2
099900408 Stormvermin 2
NEW BLOOD BOWL PLAYERS (1.75 BPS each unless otherwise noted)
except where noted, these are suitable for converting - we have chosen miniatures that only require
minimal modelling)
020902513 Night Gobbo with sword 1 (and giving the 'bird') (1.25 BPS)
020902504 Night Gobbo with spear 2 (1.25 BPS)