Special Players to the LRB 2.0

by Mario

Secret weapons and Star Player Points

- The successful team-mate throwing and landing means a completion and 1 SPP for the thrower.
- The blunderbuss and bazooka users get 1 SPP for every ball shooting if catched as at the passing (pass action).
- Injuries caused by secret weapons count as Casualties.

Special players

The Secret Weapon and Magic users and the other players listed below count Special Players. Every team may have three Special Players, Dwarf, Goblin and Halfling Teams may hire other two secret weapon or forbidden food users for Halflings. Teams may hire no more than two pieces from each type.

Big Guys count Special Players, too, but their number is limited by the Rulebook.

Talented players: any player from your Team List with an extra skill category e.g. a High Elf player can get Strength skills. They count in the position limit e.g. 4 Human Blitzers. Players with ST 2 cannot get Strength category, with AG 1 or 2 cannot get Passing nor Agility category.

Allies (optional rule): if you use the ally rule, common players (with at least 6 position numbers) can be allies and they count as Special Players. Only one race is allowed, Chaos Dwarfs are limited in numbers, you may hire not more than 2 of them. Allies with secret weapons use two places in the Special Player limit.

Team

Allies

Amazon

Human

Chaos

Chaos Dwarf, Dark Elf, Goblin, Skaven

Chaos Dwarf

Chaos, Goblin, Orc

Dark Elf

Chaos

Dwarf

Human, Ogre

Goblin

Chaos, Skaven, Orc

Halfling

Human, Wood Elf

High Elf

Human, Wood Elf, Lizardmen

Human

Dwarf, Halfling, High Elf, Wood Elf, Norse

Lizardmen

Human, High Elf

Norse

Dwarf, Human

Orc

Chaos, Chaos Dwarf, Goblin

Skaven

Chaos, Goblin

Undead

Chaos, Dark Elf

Vampire

Chaos, Human

Wood Elf

Halfling, Human, High Elf

 

Secret Weapons

The secret weapons cannot be combined with skills except the Bomb and the Poison Wind Globe, because throwing them is like throwing the football. The Pro skill can be used for any roll except armour and injury rolls.
The coach may decide his player do not take the secret weapon to the

Boxer: any player can have this weapon. It gives +1 to armour or injury rolls. You can't add this modifier to others, but you are able to combine it. The player takes half place in the Special Player's stuff. Penalty: 10+. Cost: free.

Club: instead of a block action make an armour roll for the victim. If the result penetrates his Armour Value place the player prone and roll for injury. The use of this weapon can be combined with the Mighty Blow skill. Penalty: 8+. Cost: free.

You can add these weapons only to new players. The players count Secret Weapon Users of course. High Elves refuse the weapon use on the field.

Extra players' list

Position

Cost

MA

ST

AG

AV

Skills

Skill List

Teams

Dwarf Deathroller

160.000

4

7

1

10

Stand Firm, Multiple Block, Mighty Blow, DEATHROLLER

Special

Dwarf

Chainsawer Dwarf

110.000

4

3

3

9

Block, Thick Skull, CHAINSAW

Gen., Strength

Dwarf

Dwarf Rocket Rider

90.000

4

3

3

8

Block, Thick Skull, ROCKET

General

Dwarf

Dwarf Bazooka

100.000

5

3

3

9

Block, Thick Skull, BAZOOKA

Gen., Strength

Dwarf

Chainsawer Chaos Dwarf

110.000

4

3

3

9

Block, Thick Skull, CHAINSAW

Gen., Strength

Chaos Dwarf

Chaos Dwarf Blunderbuss

100.000

5

3

3

9

Block, Thick Skull, BLUNDERBUSS

Gen., Strength

Chaos Dwarf

Hobgoblin Sneaky Git

70.000

6

3

3

7

Shadowing, Side Step

General

Chaos Dwarf

Dark Elf Assassin

110.000

6

3

4

8

Dodge, Shadowing, POISONED DAGGER

Gen., Agility

Dark Elf

Skaven Assassin

90.000

7

3

3

7

Shadowing, POISONED DAGGER

Gen., Agility (Ph)

Skaven

Skaven Poison Wind Globadier

80.000

7

3

3

7

POISON WIND GLOBE

Gen., Passing (Ph)

Skaven

Chainsawer Human

80.000

6

3

3

8

CHAINSAW

General

Human

Chainsawer Orc

90.000

5

3

3

9

CHAINSAW

General

Orc, Goblin

Savage Orc

90.000

6

3

3

8

Frenzy, Tattoos

General, Agility

Orc

Goblin Bombardier

80.000

6

2

3

7

Dodge, Stunty, Accurate, BOMB

Agility, Passing

Goblin, Orc

Goblin Deathroller

150.000

4

7

1

9

Stand Firm, Frenzy, Mighty Blow, DEATHROLLER

Special

Goblin

Goblin Chaff Cutter

70.000

6

2

3

7

Dodge, Stunty, CHAINSAW

Agility

Goblin, Orc

Goblin Monkey Hunter

70.000

6

2

3

7

Dodge, Stunty, Right Stuff, BLOWPIPE

Agility

Goblin

Goblin Pogo Stick

60.000

6

2

3

7

Dodge, Stunty, Right Stuff, POGO STICK

Agility

Goblin, Orc

Goblin Fanatic

60.000

4

2

3

7

Stunty, BALL & CHAIN

-

Goblin, Orc

Halfling Kitchen Boy

30.000

5

2

3

6

Dodge, Stunty, Right Stuff, FRYING-PAN

Agility

Halfling

Halfling Buffet Car

140.000

6

6

1

9

Mighty Blow, Stand Firm, BUFFET CAR

Special

Halfling

Halfling Cake Thrower

40.000

5

2

3

6

Dodge, Stunty, CREAMY CAKE

Agility

Halfling

Skink Jungle-Fighter

90.000

8

2

3

7

Dodge, Stunty, BLOWPIPE

Agility

Lizardmen

Human Assassin

90.000

6

3

3

8

Shadowing, BLOWPIPE

General

Human

Amazon Jungle-Fighter

90.000

6

3

3

7

Dodge, BLOWPIPE

General

Amazon

Human Magic-User

90.000

6

3

3

8

Hypnotic Gaze, SECRET MAGIC

Any skill

Human

Tzeentch Wizard

90.000

6

3

3

8

Hypnotic Gaze, SECRET MAGIC

Any skill

Chaos-Tzeentch

Dark Elf Magic-User

110.000

6

3

4

8

Hypnotic Gaze, SECRET MAGIC

Any skill

Dark Elf

Chaos Dwarf Magic-User

80.000

4

3

3

8

Hypnotic Gaze, Thick Skull, SECRET MAGIC

Any skill

Chaos Dwarf

Plague Monk

70.000

6

3

3

7

Foul Appearance, Frenzy

General (Ph)

Skaven

Skaven Mutant

90.000

7

3

3

7

choose 3 Physical Traits (except Claws, Razor)

General (Ph)

Skaven

Chaos Mutant

90.000

6

3

3

8

choose 3 Physical Traits (except Claws, Razor)

Gen., Strength, (Ph)

Chaos

Human Blocker

90.000

5

4

2

9

-

Gen., Strength

Human

Dryad

80.000

6

3

4

7

Shadowing, Hypnotic Gaze

General, Agility

Halfling, Forest Folk, Wood Elf

Bushman

80.000

3

4

2

9

Prehensile Branches, Stand Firm, Take Root

Gen., Strength

Halfling, Wood Elf, Forest Folk

Werewolf

110.000

6

4

2

9

Frenzy, Claws, Wild Animal

Gen., Strength

Human, Norse, Chaos

 

Frying-pan Penalty: 10+

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.

Creamy Cake Penalty: 10+

Forbidden food. Instead of eating the Creamy Cake it is usable to throw in somebody's face. And not only in comic films but in the Blood Bowl field, too. The Halfling can move and at the end of his movement he throws the Creamy Cake in on opponent's face adjacent to him. Roll a dice if the result is more then the opponent's AG he cannot see anything until he wipes off his eyes. The player loses his tackle zone for this and his next turn and cannot assist. The halfling may have only one Creamy Cake but he gets other ones at kick-offs. Holding the Creamy Cake he cannot get ball, dropping it is a free action. He is able to do it in the opponent's turn, too and cannot causes turnover. If the Halfling is knocked over he loses his Creamy Cake. Perhaps he can lick up it from the ground and his shirt.

Secret Magic Penalty: 9+

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 the same like the Poisoned Dagger secret weapon.
Magic also amplify their natural abilities, therefore they can get skills from all category, even from the physical abilities, without rolling double, too.

Rocket Penalty: 9+

Forbidden equipment. The Dwarf has got a rocket on his back. He can use it once after every kick-off. 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 simply a bad construction but 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 and see the Landing rules in the rulebook.
The flying is a free action, can be used in move action.

Blowpipe Penalty: 9+

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 rules 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.

Skaven Poison Wind Globes Penalty: 9+

The Poison 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.
The successful interception means the Globe shatters in the hands of its catcher. Good luck!

Deathroller (Dwarf & Goblin) Penalty: 7+

Players who do not get their weapons use the standard Longbeard or Goblin characteristics. When they collect 16 SPP's they get the Pro skill which can be used without the weapon, too.

Halfling Buffet Car Penalty: 7+

It uses the Deathroller rules except it has not got the fouling modifier.

The Halfling who does not get his weapon use the standard Halfling's characteristics. When he collects 16 SPP's he gets the Pro skill which can be used without the weapon, too.

 

Created: Jun 04, 2000
Last modified: May 17, 2004

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