Lizardmen

Lizardmen

Positionals

Qty Position M S AG AR Skills Simple Double Cost
0-16 Skink runner 8 2 3 7
Dodge
Stunty
A S G P 60K
0-6 Saurus Blocker 6 4 1 9 S G A P 80K
0-6 Cameleon Skink 7 2 3 7
Dodge
Pass block
Shadowing
Stunty
A G S P 80K
0-1 Kroxigor 6 5 1 9
Bone head
Loner
Mighty blow
Prehensile tail
Thick skull
S A G P 140K

Staff

Cheerleader

10K

Assistant coach

10K

Reroll(s)

60K

Apothicary

50K

Starplayers

Name Cost M S AG AR Skills
Helmut Wulf 110K 6 3 3 8
Chainsaw
Loner
Secret weapon
Stand firm
Hemlock 170K 8 2 3 7
Block
Dodge
Jump up
Loner
Side step
Stab
Stunty
Drull and Dribl 190K
      Drull 8 2 3 7
Dodge
Loner
Side step
Stab
Stunty
      Dribl 8 2 3 7
Dirty player
Dodge
Loner
Side step
Sneaky git
Stunty
Anqi Panqi 210K 7 4 1 9
Block
Grab
Loner
Stand firm
Lottabottol 220K 8 3 3 8
Catch
Diving tackle
Jump up
Leap
Loner
Pass block
Shadowing
Throw team-mate
Very Long Legs
Silibili 250K 7 4 1 9
Block
Grab
Guard
Loner
Stand firm
Quetzal Leap 250K 8 2 4 7
Catch
Diving catch
Fend
Kick-off return
Leap
Loner
Nerves of steel
Very Long Legs
Zolcath the Zoat 280K 5 5 2 9
Disturbing presence
Juggernaut
Loner
Mighty blow
Prehensile tail
Regeneration
Sure feet
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
Glotl Stop 360K 6 6 1 9
Frenzy
Loner
Mighty blow
Piling on
Prehensile tail
Thick skull
Wild animal
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.

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.

Slann Mage-Priest

150K

Emperor Slann of the Second Outbreak dozed serenely under the hot sky, sitting on the sun-drenched sidelines. Surrounded by silent Skinks worshippers, he stood in lethargic reflection on the sinuous ophidians of the sacred serpent, Sotek, as ritual sacrifices swayed, hanging soberly from sticks surrounding this solemn and sanctified space, a veritable spiritual temple of the Blood Bowl where players perfected their technical postures and acrobatic performances, giving him perceptive pleasure as he planned and meditated on his profound strategy. Tectonic Move: Play either at the beginning of any of your turns, before any player takes an Action, or immediately after your turn ends, even if it ended in a Turnover. Roll 1D6. On a result of 3 or more, the ground begins to move. Roll another D6 = on 1-2, the terrain shifts to your End Zone, on 3-5, to your opponent's. On a result of 6, the terrain shifts to your End Zone. On a roll of 6, the field shifts to the sideline or the End Zone of your choice. All players immediately slide one square in that direction, starting with the player closest to the indicated area and ending with the furthest away (if more than one player is the same distance away, you may choose the order in which they are moved). If a player goes out of bounds, he is considered to have been pushed into the crowd. If the ball carrier scores a Touchdown, because of this move, count the Touchdown normally, but only after all players have been moved and after resolving the crowd beatings. Out of Phase Reality: Play either at the beginning of any of your turns, before any player takes an Action, or immediately after your turn ends, even if it ended in a Turnover. Choose two standing players on your team who do not have the Solitaire skill and are not in possession of the ball from those on the field and roll 1D6. On a roll of 3 or more, these two players switch positions. On a roll of 2 or less, the players become slightly transparent as they wobble between realities! Until the end of your next turn, these two players lose their Tackle Zone and gain the No Hands skill.

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

MV

S

AG

AV

6

7

2

10

Always Hungry
Bone Head
Break Tackle
Juggernaut
Loner (4+)
Mighty Blow (+1)
Multiple Block
Stand Firm
Throw Team-mate

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