by Mario
- 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.
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 |
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.
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 |
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. 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.
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.
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.
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.
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!
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.
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