Dwarves

Dwarves

Positionals

Qty Position M ST AG AR Skills Simple Double Cost
0-16 Blocker 4 3 2 9
Block
Tackle
Thick skull
GF AP 70K
0-2 Runner 6 3 3 8
Sure hands
Thick skull
GP AF 80K
0-2 Blitzer 5 3 3 9
Block
Thick skull
GF AP 80K
0-2 Troll Slayer 5 3 2 8
Block
Dauntless
Frenzy
Thick skull
GF AP 90K
0-1 Deathroller 4 7 1 10
Break tackle
Dirty player
Juggernaut
Loner
Mighty blow
No hands
Secret weapon
Stand firm
F GAP 160K

Staff

Cheerleader

10K

Assistant coach

10K

Reroll(s)

50K

Apothicary

50K

Starplayers

Name Cost M ST AG AR Skills
Barik Farblast 60K 6 3 3 8
Hail Mary Pass
Loner
Pass
Secret weapon
Strong arm
Sure hands
Thick skull
Boomer 60K 4 3 2 9
Accurate
Block
Bombardier
Loner
Secret weapon
Thick skull
Flint Churnblade 130K 5 3 2 8
Block
Chainsaw
Loner
Secret weapon
Thick skull
Grim Ironjaw 220K 5 4 3 8
Block
Dauntless
Frenzy
Loner
Multiple block
Thick skull
Zara The Slayer 270K 6 4 3 8
Block
Dauntless
Dodge
Jump up
Loner
Stab
Stake
Grak and Crumbleberry 300K
      Grak 5 5 2 9
Bone head
Kick team-mate
Loner
Mighty blow
Thick skull
      Crumbleberry 5 2 3 6
Dodge
Loner
Right stuff
Stunty
Sure hands
Bob Bifford 380K 5 6 2 10
Block
Break tackle
Juggernaut
Loner
Mighty blow
Multiple block
Thick skull
Throw team-mate
Morg'N'Thorg 430K 6 6 3 10
Block
Loner
Mighty blow
Thick skull
Throw team-mate

Inducements

Coach Assistant

20K

In addition to hiring Assistant Coaches on a permanent basis, a team may temporarily hire additional Assistant Coaches as Boosters during the pre-game sequence of a league or Exhibition game. This is for a fee of 20,000" per Assistant Coach. There is no limit to the number of Assistant Coaches that can be hired in this manner: simply increase the number of Assistant Coaches on the team roster for the duration of the match. At the end of the game, Assistant Coaches hired in this manner leave the team.

Cheerleader

20K

In addition to recruiting Cheerleaders on a permanent basis, a team may temporarily hire additional Cheerleaders as Boosters during the pre-game sequence of a league or Exhibition game. This is for a fee of 20K per Agency Cheerleader. There is no limit to the number of Cheerleaders that can be hired in this way: simply increase the number of Cheerleaders on the team roster for the duration of the match. At the end of the game, Cheerleaders recruited in this way leave the team.

Weather Mage

30K

Any team may hire a Weather Mage for a fee of 30K as an inducement during the pre-game sequence of a league or Exhibition match. A Weather Mage is not a Wizard and can be taken as a Boost in addition to a Wizard. A Weather Mage may be used once per game, at the beginning of your team's turn (before your players' first action). Roll on the weather chart, adding or subtracting 1 or 2 from the result. The effects last until the beginning of your next turn, and replace the effects of the existing weather. At the beginning of your next turn, the previous weather conditions are restored. Note that if the game phase ends before the start of your next turn, a Weather Change result on the Kickoff Table can change the weather conditions again. If the game phase ends before the existing weather conditions (those in effect before the Weather Mage intervened) return to normal (for example, if the Weather Mage was used to create a Heat Wave and the game phase ends), the current effects apply.

Bloodweiser Keg

50K

The team purchases a keg of extra-special Bloodweiser magic ale for 50,000 gold pieces, and gets a lovely lady to serve players before going out for each drive. The combination of the ale and the young lady serving it means that for each purchase of this inducement, players on the team gain a+1 modifier to recover from KO’d for this match.

Kari Coldsteel

50K

One of the most famous games of 2477 was between the Asgard Ravens and the Lowdown Rats. The Ravens players, who were on strike over a salary dispute, refused to leave the Pit at the start of the game. Their head coach was desperate - the team had already started the season badly and conceding the game was out of the question. For lack of anything better to do, he turned to the team's Cheerleading squad, who asked nothing more than to play for a change. It was a historic game, as they won 3-1 in a particularly brutal fashion, sending more than half of the Rats to the injury box. While the majority of the Cheerleaders returned to their duties after the game, some of them took a liking to the game, most notably Kari Coldsteel. She resigned the same day and spent the next decade playing for various minor league teams. In 2491, she retired from the game and returned to cheerleading, renting her services to teams whose cheerleading troops needed a little encouragement. To be honest, no one really retires from the Blood Bowl, and she sometimes steps in when her team is losing. The refs don't seem to mind - and neither do the fans! "If We Want the Job Done...". Kari counts as three Cheerleaders. Also, if her team can't field 11 players at the beginning of a phase, Kari can choose to show how it's done! Her team's coach may choose to take her off the sidelines and place her with the team. In this case, she counts as one team member for the duration of the phase, instead of three Cheerleaders. At the end of the phase, the referee sends her to the dungeon and she has no further effect on the game. She does not count as a Cheerleader, and cannot be used in a subsequent phase.


Characteristics: 6 2 3 7 Block, Frenzy, Dauntless, Loner


Joseph Bugman

70K

Joseph Bugman stats 1st half : 5 3 2 8 Solitaire, Blocking, Tackling, Thick skull.


Joseph Bugman 2nd half stats : 4 3 2 8 Frenzy, Solitaire, Tackle, Thick Skull, Wrestling


Joseph Bugman counts as two Assistant Coaches.



In addition, he provides the players on his team with a large supply of his Bugman's XXXXXX. This famous dwarf beer is known for its healing and energizing properties. When you roll to see if KO players return to play between phases, you may re-roll the rolls by 1.


Whenever a player on his team is removed from the field by KO or Elimination, or a player is pushed into the audience, Joseph Bugman's team coach may decide to roll a D6, adding +1 to the roll each time this test is made after the first. If the result is 6 or more, Joseph Bugman no longer holds his temper and runs onto the field. Immediately place him on a square adjacent to a sideline (outside the End Zone) in his team's half of the field and out of another player's tackle zone. From the start of his team's next turn, he becomes active and acts as a player of the team with the following statistics depending on the time of the game he enters the game. If Bugman comes into play in the first half, he is still pretty sober, but in the second half, it's not the same story! At the end of the game phase, the referee sends him to detention and he no longer has any effect on the game - he no longer counts as two Assistant Coaches and can't be used at a later phase.


The Bugman's XXXXXX, however, is not lost, as the players adamantly refuse to give it up!


Horatio X Schottenheim

80K

Blood Bowl history is full of great magicians. Sadly, Horatio X. Schottenheim is unlikely to be among them, but that doesn't make him any less popular! In his quest for fame and glory, Horatio has dedicated his life to becoming the best spellcaster in Blood Bowl. He's spent millions on advertising, always made himself available at a moment's notice, and even has a column in Spike! Magazine... but greatness continues to stay out of his reach. The crux of the problem is this: he's not very good at Magic. After years of mishaps and near-death experiences, he's given up on learning new spells, and is now dedicated to creating the perfect fireball. He might even succeed one day. "Take that! Damn...". Once per half, Horatio can summon a fireball and hurl it at the opponent more or less well. He can do this either at the beginning of his team's turn, before any player takes an action, or immediately after the end of his team's turn, even if it was due to a turnover. Target a square anywhere on the field, then deflect and move the target square D3 squares in the direction indicated. Roll a die to hit each standing player5 (of both teams) on the target square or a square adjacent to it. If the "to hit" roll is 4 or more, the target is Placed. If it is 3 or less, the target avoids the flames. Make an Armor roll (and possibly a Wound roll) for each Plated player, as if he had been Plated by a player with the Chestnut skill. If a player on Horatio's team is Tackled by a Fireball, he does not suffer a turnover unless he had the ball in his possession at the time.

Wandering Apothecary

100K

Any team may hire a Wandering Apothecary or two to help during the match for 100,000 gold pieces each, if the team can normally purchase a permanent Apothecary. Often these Apothecaries are powerful priests of the local deity. While they would never allow themselves to be a permanent part of a heathen Blood Bowl team, they have been known to assist for a single match for a generous donation to their faith. The rules for Wandering Apothecaries are identical to the rules for purchased Apothecaries. Only one Apothecary may be used to re-roll each Casualty roll.

Extra Team Training

100K

Each extra team training session costs 100,000 gold pieces and allows the team to take one extra Team re-roll that may be used for this match only.

Bribe

100K

Goblin teams may buy a bribe for 50,000 gold pieces. any other team can buy a bribe for 100,000 gold pieces. Each bribe allows a team to attempt to ignore one call by the referee for a player who has committed a foul to be sent off, or a player armed with a secret weapon to be banned from the match. Roll a D6: on a roll of 2-6 the bribe is effective (preventing a turnover if the player was ejected for fouling), but on a roll of 1the bribe is wasted and the call still stands! Each bribe may be used once per match but more than one bribe may be used on a single call by the referee.

Wizard

150K

Wizards, just like everybody else in the Old World, are keen sports fans and many are fanatically loyal in support of their chosen team. It is not surprising, then, that soon after the game was born, Wizards started ‘helping out’ the team they supported with carefully selected spells. Soon games were awash with magic as rival Wizards battled to give their team the edge. In the end, the Colleges of Magic were forced to insist that only teams that had bought a special license from the Colleges of Magic were allowed to have magical assistance. They limited this assistance to one spell per match, and even this had to be chosen from a very limited selection and cast by an officially appointed Colleges of Magic team Wizard. Wizards and fans alike soon realised that they really wanted to see a proper Blood Bowl match rather than a spellcasting contest, so the new rules were soon universally accepted. Any team is allowed to hire a Wizard for a match, as long as they can afford the whopping licensing fee charged by the College of Magic concerned. No team may hire more than one Wizard per match. Once per game, the Wizard is allowed to cast either a Fireball spell or a Lightning Bolt spell. Wizards may only cast spells at the start of the turn for the team that induced him before any player performs an Action or immediately after the turn of the team that induced him has ended even if it ended with a turnover.



Fireball: Choose a target square anywhere on the pitch. Roll one dice to hit each standing player (from either team) that is either in the target square or a square adjacent to it. If the 'to hit' roll is a 4 or more then the target is Knocked Down. If it is a 3 or less he manages to dodge the fireball’s blast. Make an Armour roll (and possible Injury as well) for any player that is Knocked Down as if they had been Knocked Down by a player with the Mighty Blow skill. If a player on the moving team is Knocked Down by a fireball, then the moving team does not suffer a turnover unless the player was carrying the ball at the time.



Zap: Pick a player on the pitch, and roll one dice. If the score is equal to or higher than the target player's Strength then they are turned into a frog for the remainder of the drive. 1 Always fails, 6 always succeeds, if the frog is injured at any time it is counted as Badly Hurt and the player misses the rest of the game.


Frog stats: MA 5, ST 1, AG 4, AV 4, Dodge, Leap, No Hands, Very Long Legs, Stunty, Titchy.


Halfling Master Chef

300K

Halflings teams can hire a Chef for 100,000 gold coins and other teams for 300,000 gold coins. Roll 3D6 at the beginning of each half to see how the chef's cooking affects the team. For each die roll of 4 or more, the team is so inspired that they gain a Team Raise, and in addition the opposing team is so disturbed by the fantastic smell of cooking emanating from the opposing pit that they lose a Team Raise (but only if they had any left).

Slave Giant

400K

Characteristics: 6 7 2 10.


Skills : Multiple Blocking, Bone head, Break Tackle, Juggernaut, Throw a Teammate, Loner, Stability, Always Hungry.



Slave Giants are big... Much bigger than Ogres, Minotaurs, Trolls, or any of the other Big Guys you might encounter on a regular basis at a Blood Bowl stadium. Any player with the Sporting Giant skill is subject to the following rules:



Base Size and Tackle Zones: Unlike other players, a Sports Giant occupies not one but four squares on the field. Such players always occupy four spaces, whether they are standing, on the ground, or stunned. Furthermore, the direction in which a Sports Giant faces is of real importance since, given the gigantic size of such a player, he does not exercise a Tackle Zone in all the squares adjacent to the four squares he occupies. Instead, he only exercises a Tackle Zone in the squares adjacent to the squares he faces and to those on the sides of his base. He therefore does not exercise a Tactical Zone on the four squares behind him. The coach controlling the giant must clearly indicate to his opponent the direction in which the Sports Giant is facing so that his opponent knows which squares are facing the giant and which are behind him. Finally, if any of the four squares in which the Sports Giant is located should be the target of an effect during the match (such as a spell cast by a Wizard or be affected by the effect of a Special Card), the player will be considered to have been affected by that effect, just like any other player.



Movement: When a Sports Giant moves, it does so like any other player, moving only a number of squares equal to its Movement value. A Sports Giant may move in any direction, including diagonally, as long as it does not enter a square occupied by another player (of any team) standing. If any square occupied by the Sports Giant is in the Tackle Zone of an opposing player, the Sports Giant must attempt a Dodge when leaving that square, as any other player would. If, while dodging, the giant's base enters a square that is in an opposing player's Tackle Zone, the Dodge roll is modified using the usual rules. However, unlike other players, a Sports Giant is large enough to get past any downed players who would obstruct the path of any other player. A Sports Giant can move over Downed or Stunned players as long as it has sufficient movement to do so. A Sports Giant may not end its move on a square containing another player. Note also that, because of the larger size of the Sports Giants, they will not be able to work their way through small gaps in the opponent's setup. If, at any time during the movement of a Sports Giant, it finds itself with one of its four squares occupied by a standing player, regardless of the player's team, then the giant cannot move into that square.



Pushed Back: Like any other player, a Sports Giant can only be pushed back into empty squares. If this is not possible, then the Sports Giant is pushed back into one or more occupied squares and the player(s) occupying that square(s) are in turn pushed back one square. Pushed into the Crowd: If any part of the base of a Sports Giant is pushed off the field, the player is considered to have been pushed into the crowd and is removed from the field. In other words, no matter how massive a Sports Giant is, it cannot be half on and half off the field: it must be all on the field or it is removed from the field. Teammate Throwing: Sporting Giants are particularly effective at throwing small players. When a Sports Giant attempts to throw a teammate, you may re-roll a roll that resulted in a Misfire. Obstructing a Giant: A Sports Giant tends to get in the way when opponents attempt to pass over him. When a Sports Giant attempts an Interception, it does not suffer the usual -2 penalty. Deflection: A Sporting Giant occupies four squares instead of one for other players, so the scattering template cannot be used for such a player. Instead, roll a D12 to determine the direction