Name |
Position |
MA |
ST |
AG |
AV |
Cost |
Teams |
Special |
Skills |
Hhrazg Badeye |
Chaos Dwarf |
5 |
3 |
3 |
9 |
110.000 |
Chaos Dwarf |
Blunderbuss |
Block, Sure Hands, Thick Skull |
Marik Farblast |
Dwarf |
5 |
3 |
3 |
9 |
110.000 |
Dwarf |
Bazooka |
Block, Dodge, Thick Skull |
Deathroller |
Dwarf Deathroller |
4 |
7 |
1 |
10 |
170.000 |
Dwarf |
Deathroller, Killer Blow |
Multiple Block, Stand Firm |
Flint McButcher |
Chainsawer Dwarf |
4 |
3 |
3 |
9 |
90.000 |
Dwarf |
Chainsaw |
Block, Thick Skull |
Bloodthirster |
Greater Daemon of Khorne |
6 |
8 |
3 |
9 |
240.000 |
Chaos-Khorne |
Killer Blow, Demonic Aura |
Block, Break Tackle |
Bluehorn Throstar |
Minotaur Blocker |
6 |
6 |
2 |
9 |
170.000 |
Chaos, Chaos Dwarf |
|
Horns, Frenzy, Mighty Blow, Thick Skull |
Lossy |
Bushman Blocker |
3 |
5 |
2 |
9 |
150.000 |
Halfling, Wood Elf |
|
Block, Prehensile Branches, Tackle, Guard, Stand Firm |
The Old Pedunculate |
Treeman Blocker |
2 |
7 |
1 |
10 |
190.000 |
Halfling, Wood Elf |
Beehive |
Block, Mighty Blow, Stand Firm, Thick Skull |
Halfling Buffet Car |
Buffet Car |
6 |
6 |
1 |
9 |
140.000 |
Halfling |
Buffet Car |
Mighty Blow, Multiple Block, Stand Firm |
Jenno Bakker |
Halfling Pie Seller |
5 |
2 |
3 |
6 |
60.000 |
Halfling |
Full Basket |
Dodge |
Smoky Mack |
Halfling Kitchen Boy |
5 |
2 |
3 |
6 |
60.000 |
Halfling |
Frying-Pan |
Dodge, Right Stuff, Diving Tackle, Pass Block |
Rorek Durrongar |
Dwarf Rocket Rider |
4 |
3 |
3 |
8 |
100.000 |
Dwarf |
Rocket |
Block, Thick Skull, Pro |
Leonard Chaney |
Werewolf |
7 |
5 |
3 |
8 |
160.000 |
Human, Chaos |
|
Block, Frenzy, Razorsharp Claws |
Duke Vorniton |
High Elf Dragon Prince |
7 |
4 |
4 |
8 |
170.000 |
High Elf |
|
Block, Dodge, Dauntless, Mighty Blow, Leader |
Elendil Strongfeet |
Wood Elf Wardancer |
8 |
4 |
4 |
7 |
170.000 |
Wood Elf |
|
Block, Dodge, Leap, Strip Ball, Dauntless |
Zordon Shadow |
Dark Elf Assassin |
7 |
3 |
4 |
8 |
150.000 |
Dark Elf |
Poisoned Dagger |
Block, Dodge, Shadowing, Leap, Pro |
Gornon Warpblade |
Skaven Assassin |
8 |
3 |
3 |
7 |
120.000 |
Skaven |
Weeping Blade |
Block, Dodge, Shadowing, Diving Tackle |
Shine Lermont |
Dark Elf Magic-User |
8 |
3 |
4 |
8 |
160.000 |
Dark Elf |
Secret Magic |
Dodge, Sure Feet, Nerves of Steel, Hypnotic Gaze, Tattoos |
Headcutter |
Rat Ogre Blocker |
6 |
6 |
3 |
9 |
180.000 |
Skaven |
|
Block, Mighty Blow, Prehensile Tail |
Droggo Snotbomber |
Goblin Hero |
6 |
3 |
3 |
7 |
90.000 |
Goblin |
|
Block, Dodge, Stunty, Dauntless, Diving Tackle |
Bobbla Blackwart |
Chainsawer Goblin |
6 |
2 |
3 |
7 |
100.000 |
Orc, Goblin, Chaos |
Chainsaw |
Dodge, Right Stuff, Diving Tackle, Tattoos |
Gnoshak |
Goblin Hunter |
6 |
2 |
3 |
7 |
80.000 |
Goblin |
Blowpipe |
Dodge, Right Stuff, Pro |
Moksisk |
Rat 'Vampire' (not undead!) |
7 |
4 |
4 |
8 |
180.000 |
Skaven |
|
Block, Dodge, Shadowing, Razorsharp Fangs, Regenerate |
Argliar |
Zombie Monster |
4 |
5 |
2 |
9 |
150.000 |
Undead |
|
Block, Claw, Foul Appearance, Frenzy, Regenerate |
Goblin Deathroller |
Goblin Deathroller |
4 |
7 |
1 |
9 |
160.000 |
Goblin |
Deathroller, Killer Blow |
Stand Firm, Frenzy |
Frank N. Stein |
Human Blocker |
4 |
5 |
1 |
9 |
140.000 |
Human, Undead |
|
Block, Mighty Blow, Stand Firm, Break Tackle, Thick Skull |
Vittnik Demonhead |
Skaven Gutter Runner |
9 |
3 |
5 |
7 |
160.000 |
Skaven |
|
Block, Dodge, Leap, Horns, Pass Block |
Skaven Vermin Lord |
Great Daemon of the Horned Rat |
7 |
7 |
3 |
9 |
240.000 |
Skaven |
Demonic Aura, Skitterleap |
Block, Horns, Frenzy, Mighty Blow |
Ostertano |
Chaos Warrior |
5 |
4 |
3 |
9 |
150.000 |
Chaos |
|
Block, Tentacles, Stand Firm, Tackle Prehensile Tail |
Siik Kirkineth |
Skaven Gutter Runner |
9 |
3 |
4 |
7 |
150.000 |
Skaven |
|
Block, Dodge, Shadowing, Side Step Prehensile Tail |
Add +2 to the armour and injury rolls caused by this player.
One of the Halflings' most effective weapon is the Frying-pan. It is often near at hand. Before the game kitchen boys use them for cooking then on the match to hit the opponent players. Instead of block roll, immediately make an Armour Roll with -1 modifier and if it penetrates the victim's Armour Value roll for injury.
With a successful interception roll the player hits the ball away. Roll 3 times to see where the ball scattered.
Forbidden Food.
The Halfling coaches use many new, earlier unknown tactics for victory. Halflings know what a heavenly feast they will get for a single touchdown, so, they give up eating all the pies to delude the opponent and score a touchdown. Old Halfling Blood Bowl players say it is worthwhile.
In every turn the Seller can distribute pies. It is an action. The Seller can move and at the end of his movement he can distribute some pies. Every player adjacent to him loses his Tackle Zone for the rest of the turn, because of eating. The Seller's team-mates are NOT immune to this effect, they cannot take any action after the distribution. Undead players remember their former life sadly (what a touching event), and take their pies, too.
The Treeman has a Beehive full of hornets. If any player takes a step or is pushed adjacent to the Treeman the hornets may attack him. Roll a dice. On a roll of '1' he has no luck. Roll armour for injury.
The magic-users on the field are very limited in magic, but they can use some little tricks. The Shock spell is their main weapon. Use the Shock spell instead of the player's Block action. It works like the dagger secret weapon.
[Tattoos: no armour modifiers are allowed against these players. General skill.]
The Dwarf has got a rocket on his back. He can use
it once in every drive. Roll a dice. On the roll of '1' the rocket
does not work perfectly. Roll again to see what happened. On 4-6 it
is a bad construction, 1-3 means explosion! Place the player prone
and roll for injury.
With a successful start the player can fly
over 6 squares in any direction. The Rocket is never punctual roll
scatter 3 times. The dwarf lands on the square of the 3rd
scattering. Roll for landing with a +1 modifier. The flying is a free
action.
It uses the Deathroller rules except they has not got the fouling modifier.
It has a +4 modifier to the armour roll when it declares fouling.
Same as the Poisoned Dagger.
The blowpipe is a small weapon, the goblin cannot cause great wounds with it, but it may be a very useful tool because of the poison! The poisoned needle can stun the victim. If used the goblin cannot move. Choose a target (opponent) player. The successful shot needs an Agility Roll. Use the passing for the shot but the range modifies the AG not the roll itself. Nobody can be between the goblin and his target under the range ruler. If the roll is successful the needle hits the opposing player. Make an armour roll and if it penetrates the armour place the player prone and roll for injury. The needle is not a big weapon, it can cause only small wounds except for hurting a very sensitive body part... There is a -2 modifier to the injury roll. The shot do not count the team's pass action. When the goblin rolls a natural 1 to the pass he hurts himself. Roll for him an injury roll immediately. If the shot misses, it does not cause turnover except hurting himself.
The Vermin Lord can teleport himself through the warp. He can move once per turn in this way but this jump counts in his movement. He cannot use the extra movement points for the Skitterleap.
A Vermin Lord is a daemonic form of the great Horned Rat himself - the Skaven God Incarnate.
Conjuring the Vermin Lord the skaven team must have a wizard like the Chaos teams. He is a daemon see the article 'He plays like a demon' for the details.
A poisoned wind globe is a fragile chrystal sphere filled with a lethal warpstone gas. When the globe is shattered a qellowish-green vapour billows onto to fill the area.
This secret weapon is thrown like a pass, and uses your pass action for the turn. The globe will shatter in the square it lands in (no scatter). Players in the square hit are knocked over on a 3+, and in adjacent squares on a 5+. During rainstorms or blizzards, subtract 1 from the rolls. Only one globe may be thrown between kickoffs.
Created: Jun 04, 2000
Last modified: Mar 10, 2003