GW Official Team Rosters
A big thank you to Tom Anders for letting me use this info from his site. NB although most of these rosters are official GW rosters, some have been amended. Please check the rosters carefully before updating your team.
Big Guy Players
| Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| Kroxigor |
130,000 |
6 |
5 |
1 |
9 |
Mighty Blow |
Bonehead, Prehensile Tail, Thick Skull |
General, Strength |
| Minotaur |
110,000 |
5 |
5 |
2 |
8 |
Mighty Blow |
Frenzy, Horns, Throw TeamMate, Thick Skull, Wild Animal, Always Hungry |
General, Strength (Physical on doubles) |
| Ogre |
120,000 |
5 |
5 |
2 |
9 |
Mighty Blow |
Throw TeamMate, Thick Skull, Bonehead |
General, Strength |
| Rat Ogre |
130,000 |
6 |
5 |
3 |
8 |
Mighty Blow |
Frenzy, Prehensile Tail, Wild Animal |
General, Strength, (Physical on doubles) |
| Treeman |
110,000 |
2 |
6 |
1 |
10 |
Mighty Blow |
Stand Firm, Throw TeamMate, Thick Skull, Take Root |
General, Strength |
| Troll |
100,000 |
4 |
5 |
1 |
9 |
Mighty Blow |
Regenerate, Throw TeamMate, Really Stupid, Always Hungry |
General, Strength |
|
* Note: Big Guy Players cannot use team rerolls but may use Leader rerolls.
Amazon
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Lineman |
50,000 |
6 |
3 |
3 |
7 |
Dodge |
None |
General |
| 0-2 |
Catcher |
70,000 |
6 |
3 |
3 |
7 |
Dodge, Catch |
None |
General, Agility |
| 0-2 |
Thrower |
70,000 |
6 |
3 |
3 |
7 |
Dodge, Pass |
None |
General, Passing |
| 0-4 |
Blitzer |
90,000 |
6 |
3 |
3 |
7 |
Dodge, Block |
None |
General, Strength |
|
Rerolls: 40,000
Apothecary: Yes
Allies: None
Chaos
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Chaos Beastman |
60,000 |
6 |
3 |
3 |
8 |
None |
Horns |
General, Strength, (Physical on doubles) |
| 0-4 |
Chaos Warrior |
100,000 |
5 |
4 |
3 |
9 |
None |
None |
General, Strength, (Physical on doubles) |
|
Rerolls: 70,000
Apothecary: Yes
Allies: 1 Total Ally allowed. Can be either: Minotaur, Ogre, or Troll
Chaos Dwarf
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Hobgoblin |
40,000 |
6 |
3 |
3 |
7 |
None |
None |
General |
| 0-6 |
Chaos Dwarf Blocker |
70,000 |
4 |
3 |
2 |
9 |
Block, Tackle |
Thick Skull |
General, Strength |
| 0-2 |
Bull Centaur |
130,000 |
6 |
4 |
2 |
9 |
Sprint, Sure Feet |
Thick Skull |
General, Strength |
|
Rerolls: 50,000
Apothecary: Yes
Allies: 1 Total Ally allowed. Can be either: Minotaur or Troll
Chaos Pact
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Chaos Marauder |
50,000 |
6 |
3 |
3 |
7 |
Block |
None |
General |
| 0-2 |
Beastman |
60,000 |
6 |
3 |
3 |
8 |
None |
Horns |
General, Strength, Physical |
|
Rerolls: 90,000
Apothecary: Yes
BG Allies 3 Total Allowed; only 1 of each type allowed: Minotaur, Ogre, Troll;
Allies: Chaos, Goblin, Norse, Orc, Skaven.
* Note: If a team has races listed for allies, then your team can have 2 Linemen (Players Numbering 0-12+) OR 1 Positional player from that race on the team. Although listed as an ally, goblins with secret weapons are not eligible for this team. Racial allies are treated as normal team players and can use team re-rolls.
Dark Elf
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Lineman |
70,000 |
6 |
3 |
4 |
8 |
None |
None |
General, Agility |
| 0-2 |
Thrower |
90,000 |
6 |
3 |
4 |
8 |
Pass |
None |
General, Agility, Passing |
| 0-4 |
Blitzer |
100,000 |
7 |
3 |
4 |
8 |
Block |
None |
General, Agility |
| 0-2 |
Witch Elf |
110,000 |
7 |
3 |
4 |
7 |
Dodge |
Frenzy, Jump Up |
General, Agility |
|
Rerolls: 50,000
Apothecary: Yes
Allies: None
Dwarf
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Longbeard |
70,000 |
4 |
3 |
2 |
9 |
Block, Tackle |
Thick Skull |
General, Strength |
| 0-2 |
Runner |
80,000 |
6 |
3 |
3 |
8 |
Sure Hands |
Thick Skull |
General, Passing |
| 0-2 |
Blitzer |
80,000 |
5 |
3 |
3 |
9 |
Block |
Thick Skull |
General, Strength |
| 0-2 |
Troll Slayer |
90,000 |
5 |
3 |
2 |
8 |
Block |
Dauntless, Frenzy, Thick Skull |
General, Strength |
|
Rerolls: 40,000
Apothecary: Yes
Allies: 1 Total Ally allowed. Can be: Ogre
Goblin
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-16 |
Goblin |
40,000 |
6 |
2 |
3 |
7 |
Dodge |
Right Stuff, Stunty |
Agility |
| 0-2* |
Chainsaw |
100,000 |
6 |
2 |
3 |
7 |
Dodge, SW 8+ |
Right Stuff, Stunty |
Agility |
| 0-2* |
Ball & Chain |
60,000 |
4 |
2 |
3 |
7 |
Dodge, SW 8+ |
Right Stuff, Stunty |
Agility |
| 0-2* |
Explosive Bomb |
80,000 |
6 |
2 |
3 |
7 |
Dodge, SW 8+ |
Right Stuff, Stunty |
Agility |
| 0-2* |
Stink Bomb |
60,000 |
6 |
2 |
3 |
7 |
Dodge, ThrowStinkBomb, SW 10+ |
Right Stuff, Stunty |
Agility |
| 0-2* |
Pogo-stick |
60,000 |
6 |
2 |
3 |
7 |
Dodge, SW 10+ |
Right Stuff, Stunty |
Agility |
|
Rerolls: 60,000
Apothecary: Yes
Allies: 2 Total Allies allowed. Can be a mix of Ogre and/or Troll
* Note: Goblins may purchase up to a total of 2 secret weapons players as permanent additions to the Team Roster. The selection can be in any combination but only 2 Secret Weapon players may be on the roster at any one time. Secret Weapon players can score SPPs although they cannot score 2 SPPs for casualties if their weapon causes the injury. The weapon must be bought with the player and is not transferable should the player die.
Ball & Chain
Fanatics carry a huge ball and chain, a weapon so large that it would be impossible for them to pick it up under normal circumstances. The Fanatic's strength, however, is boosted by a strange and potent form of fungus beer or regilious fury, enabling the player to swing the heavy ball round and round. The player is carried onto the field by the rest of his team, and held firmly in place until the kick-off whistle is blown. Free at last, the deranged player starts to whirl round crazily, swinging the ball and chain in a dizzy circle of death. Anything that gets in the way is smashed to the ground. Despite the eager shouting of his team-mates, the Fanatic has little idea of where he is going, and will happily plough through players from his own side if they get in the way!
Fanatics do not have a tackle zone and are only allowed to take Move actions. They must be the first model of their team to take an action. If the coach moves another player first then his opponent can make an illegal procedure call just as if the player had forgotten to move the turn counter.
Fanatics are never allowed to pick up or catch the ball, and can't be used to assist other players in a block. The Fanatic can move up to four squares per turn, but unfortunatly the coach has very little control over wich four squares he will move to! To see where he moves, place the Throw-in template over his head facing up or down the pitch, or facing toward either sideline. Note that you use the Throw-in template rather than the scatter template. This gives you some control over the direction the Fanatic moves in, but not a lot! Roll a dice and move the Fanatic into the square indicated by the dice roll. Repeat this procedure for all four squares of the Fanatic's move. You may change the facing of the Throw-in template after each square of movement and, as no opposing player would be dumb enough to try to tackle the Fanatic, he never has to make a dodge roll to leave a square.
Now for the fun bit. If the dice roll indicates that the Fanatic will enter a square occupied by a player of either team, then he must throw a block against that player. The Fanatic's Strength counts as being '6' for the block, but no player may assist either side due to the swirling ball and chain. If the victim is forced back then the Fanatic muct occupy the square the opposing player was in (unless the opponent had the Stand Firm skill, in which case the Fanatic's move ends). If a Fanatic is knocked over when he throws a block, he is automatically injured as the chain wraps itself round his neck. Roll for injury as normal, but count 'Stunned' results as KO'd instead.
The Fanatic can keep moving after he has made a block, if he has any squares of movement left, and is allowed to throw more blocks, in fact he must block the occupant of any further occupied squares he moves into. Sometimes a Fanatic will be forced to move into a square that contains a prone player. In this case simply 'force back' the prone player, representing them desperately rolling away from the Fanatic!
After you have finished the Fanatic's move, you must roll a dice to see if he has become exhausted. On a roll of 2-6 the Fanatic may remain in play. On a roll of 1 the Fanatic collapses in a heap and must be placed in the Dead and Injured players box. Roll the dice again to see what has happened to him: 1-3 = Cardiac arrest: The Fanatic dies from over-exertion; 4-6 = Knackered: the Fanatic is worn out, but will recover in time for the next match.
The only player in an opposing team that can attempt to block a Fanatic is another Fanatic. Should this ever happen both players are automatically knocked over.
Chainsaw
No one remembers when chainsaws were first seen on the Blood Bowl field. Some say that Man-Mangler McStone, the Dwarf engineer famous for his blood-chilling (and blood-spilling) inventions was the weapon's originator. Others insist taht he was simply the first victim of the weapon, brought on by an opposing team to stop the mad engineer before he did too much damage.Probably the most likely explanation is that McStone was both the weapon's originator and it's first victim, coming to a sad end when he tripped up and sat on his own invention (very messy). Whatever the truth of the matter, it's clear that the ever popular chainsawis here to stay.
A player can't enter the field with a running chainsaw (it's very difficult to sneak it past the ref!), so he must get the thing started before he is allowed to use it.
Turning the chainsaw on counts as an action, and the player may do nothing else that turn. To see if the player gets the chainsaw running, make an Agility roll for him. No mofiers apply to this dice roll. If the roll succeeds the player has managed to turn the chainsaw on, and is allowed to attack with it in any succeeding turn. If the player fails to start up up the chainsaw he is not allowed to atttack with it, though he can try to start it up again in a future turn.
Failing to start a chainsaw doe NOT count as a turnover, and does not end the moving team's turn. The chainsaw must be restarted if it is used again after a touchdown has been scored or a half ended.
A player armed with a running chainsaw may never catch or carry the ball, and must drop the ball if he has it. He can move normally, however, and attack with the chainsaw instead of making a block. A running chainsaw is a dangerous thing to carry around, and so if a player holding a chainsaw falls over for any reason, the opposing coach is allowed to add +3 to his Armour roll to see if the player was injured.
A player armed with a chainsaw is allowed to use it to attack other players instead of making a normal block. When the chainsaw is used to make an attack, do not roll the Block dice. Instead simply make an Armour roll for the victim adding +3 to the score. If the roll beats the victim's armour value then they are injured- roll on the Injury Table. If the roll fails to beat the victim's armour then the attack has no effect. A player armed with a chainsaw may take part in a foul on a prone player and adds +3 to the dice roll instead of the normal +1.
Explosive Bomb
A favourite weapon of many of the more psychopathic Blood Bowl players is that old standby: a bomb! Players who use this type of secret weapon are known as Bombardiers. They usually carry a large sack of bombs, which they sneak onto the field when the referee isn't looking. The bombs used by Blood Bowl players tend to be rather primitive affairs, made from a round metal case filled with gunpowder, with a fuse poking out of the top.
When the Bombardier decides to throw the bomb, he lights the fuse, waits for a couple of seconds to make sure it is fizzing along nicely, and then lobs it towards an oppossing player. or at least, that's the plan. More often than not something goes dreadfully wrong. Either the fuse is too short and the bomb goes off in the Bombardier's hands, or the bomb is caught by an opposing player and lobbed back, or the Bombardier's throw goes wild and the bomb lands next to a player from his own team! As you can see, Bombardiers are almost as dangerous to their own team as to their opponents!
A coach may choose to have a Bombardier throw a bomb instead of taking any other action. The Bombardier is not allowed to move when he throws a bomb, because he needs to stand still in order to light the fuse. Roll a dice to see if he gets the fuse alight without mishap. On a roll of '1' the bomb explodes prematurely in the Bombardier's square, with the results described below. On a roll of 2 to 6 he gets the fuse alight and may thow the bomb. If a player holding a lit bomb falls over for any reason (because of a Special Play card or a Wizard's spell, for example), then the bomb will scatter one square and then explodes as described below.
The bomb is thrown using the rules for throwing the football. The bomb may be intercepted or caught, in wich case the player catching it must throw it again immediatly. This is a special bonus action wich takes place out of the normal sequence of play.
For the second (and any subsequent) throws a dice roll must be made to see if the bomb goes off in the (new) thrower's square. For any throws after the first the bomb goes off in the thrower's square on a roll of 1,2 or 3.
If the bomb lands in a square with a player who decides not to catch it, or if it lands in a empty square, then it will bounce and scatter one square in the same way as a dropped or missed pass. After it has bounced one square the bomb will explode, even if it ends up on a square that is occupied by a player.
When the bomb finally does explode - either because a dice roll is failed or because the bomb has hit the ground and bounced - it knocks over any player in the same square, and knocks over players in adjacent squares on a roll of 4+. Make Armour and Injury rolls for any players knocked over by the blast as normal.
Throwing a bomb does not count as the team's pass action for that turn.
Stink Bomb
The stink bomb is treated EXACTLY the same as the rules for an explosive bomb with the following exception. Players in the square where the stink bomb ends up and all adjacent squares fallover coughing and choking. Lie them face up on the field but do not make an Armour roll for them. Players falling over in this way do not cause a turnover unless one of the players was holding the ball, in which case they drop it and it scatters one square. NB if a player on your own team is knocked prone and has not yet taken his turn, he can stand up and move that team turn.
Pogo-stick
Goblins have a well-deserved reputation for their inventive cruelty and their legendary ability to come up with diabolical (and often self-destructive) sneak plays. Goblins are the only Blood Bowl players insane enough to take tot the field on a pogo stick, the fiendish creation of former Lowdown Rats coach Pogo Doomspider. Pogo, alas, was killed trying to improve his device with the addition of rocket propulsion...
Any Goblin equipped with a pogo stick is allowed to attempt to move up to four extra squares when he 'goes for it' rather than the normal two. In addition, the Goblin may use the pogo stick to leap over occupied squares in exactly the same way as if he had the Leap skill. RABBL clarification: although the LRB limits Leap to only one use per a turn, a Goblin Pogo Stick player can use Leap from his pogo stick as many times during his turn as he has movement to do it).
A player with the leap skill is allowed to attempt to jump over an adjacent square, even those occupied by prone or standing payers from either team.
Making a leap costs the player two squares of his movement (you can use Go For Its to leap). In order to make the leap, move the player to any empty square adjacent to the square that they are leaping over, and then make an Agility roll for the player. No modifiers apply to this dice roll at all.
If the player successfully makes the dice roll then they make a perfect jump and may carry on moving (and may leap again if they have enough movement remaining). If the player fails the Agiltiy roll then they fall over in the square that they were leaping to, and the opposing coach may make an Armour roll to see if they are injured.
A failed leap counts as a turnover, and the moving team's turn ends immediately.
Halfling
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-16 |
Halfling |
30,000 |
5 |
2 |
3 |
6 |
Dodge |
Right Stuff, Stunty |
Agility |
0-1 |
Hot Pot |
60,000 |
5 |
2 |
3 |
6 |
Dodge, SW 9+ |
Right Stuff, Stunty |
Agility |
|
Rerolls: 60,000
Apothecary: Yes
Allies: 2 Total Allies allowed. Can be a mix of Ogre and/or Treeman
Note: Halflings may purchase a Master Chef for 50,000 as a permanent addition to the Team Roster. The Master Chef contributes 5 points to Team Rating and allows the Halfling Coach to increase his own rerolls by d6 halved rounded down (eg 1 = 0 rerolls; 2-3 =1 reroll etc). The opponent's rerolls are reduced by the same amount but cannot go below 0. This is a change from the BB2k1 rules since freebooting is not allowed in this League as it will hinder team devlopment.
Hot Pot
This weapon may on be used if the Hot Pot secret weapon player is in uninjured Reserves and normally needs two uninjured teammates to assist him fire it (but can still fire the Hot Pot if there is at least one uninjured teammate to help him). Once per half, during his turn the Hot Pot player may fire the Hot Pot onto the field using rules for a Hail Mary Pass with a -1 modifier if there is only one teammate helping. If a modifed 1 or less is rolled then the Hot Pot has slipped and spills all over the players trying to fire it. Make an armour roll for each of the three (or two) players firing the Hot Pot. Anyone in the square it lands in is automatically knocked down and those in adjacent squares are knocked down on a 4+. Roll for armour and injury normally. Note: Referees are onto this Halfling trick, so penalty rolls are made for the Hot Pot player at the end of any drive that he stayed in the Reserves (rather than the normal rule of his being on the pitch).
High Elf
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Lineman |
70,000 |
6 |
3 |
4 |
8 |
None |
None |
General, Agility |
| 0-2 |
Phoenix Warrior |
80,000 |
6 |
3 |
4 |
8 |
Pass |
None |
General, Agility, Passing |
| 0-4 |
Lion Warrior |
90,000 |
8 |
3 |
4 |
7 |
Catch |
None |
General, Agility |
| 0-2 |
Dragon Warrior |
100,000 |
7 |
3 |
4 |
8 |
Block |
None |
General, Agility |
|
Rerolls: 50,000
Apothecary: Yes
Allies: None
Human
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Lineman |
50,000 |
6 |
3 |
3 |
8 |
None |
None |
General |
| 0-2 |
Thrower |
70,000 |
6 |
3 |
3 |
8 |
Pass, Sure Hands |
None |
General, Passing |
| 0-4 |
Catcher |
70,000 |
8 |
2 |
3 |
7 |
Catch, Dodge |
None |
General, Agility |
| 0-4 |
Blitzer |
90,000 |
7 |
3 |
3 |
8 |
Block |
None |
General, Strength |
|
Rerolls: 50,000
Apothecary: Yes
Allies: 1 Total Ally allowed. Can be: Ogre
Khemri
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Skeleton |
30,000 |
5 |
3 |
2 |
7 |
None |
Regenerate |
General |
| 0-2 |
Thro-Ra |
70,000 |
5 |
3 |
2 |
7 |
Sure Hands, Pass |
Regenerate |
General, Passing |
| 0-2 |
Blitz-Ra |
80,000 |
6 |
3 |
2 |
8 |
Block |
Regenerate |
General, Strength |
| 0-4 |
Mummy |
110,000 |
3 |
5 |
1 |
9 |
None |
Regenerate, Foul Appearance |
General, Strength |
|
Rerolls: 70,000
Apothecary: No
Allies: None
Lizardmen
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Skink |
60,000 |
8 |
2 |
3 |
7 |
Dodge |
Stunty |
Agility |
| 0-6 |
Saurus |
80,000 |
6 |
4 |
1 |
9 |
None |
None |
General, Strength |
|
Rerolls: 60,000
Apothecary: Yes
Allies: 1 Total Ally allowed. Can be: Kroxigor
Lustrian Pact
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Amazon Linewoman |
50,000 |
6 |
3 |
3 |
7 |
Dodge |
None |
General |
| 0-2 |
Lizardmen Skink |
60,000 |
8 |
2 |
3 |
7 |
Dodge |
Stunty |
Agility |
|
Rerolls: 70,000
Apothecary: Yes
BG Allies: 2 Total Allowed; only 1 of each type allowed: Kroxigor, Ogre
Allies: Amazon, Lizardman, Norse
Note: If a team has races listed for allies, then your team can have 2 Linemen (Players Numbering 0-12+) OR 1 Positional player from that race on the team. Racial allies are treated as normal team players and can use team re-rolls.
Necromantic
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Zombie |
30,000 |
4 |
3 |
2 |
8 |
None |
Regenerate |
General |
| 0-4 |
Ghoul |
70,000 |
7 |
3 |
3 |
7 |
Dodge |
None |
General, Agility |
| 0-4 |
Wight |
90,000 |
6 |
3 |
3 |
8 |
Block |
Regenerate |
General |
| 0-2 |
Flesh Golem |
120,000 |
4 |
4 |
2 |
9 |
None |
Stand Firm, Break Tackle, Thick Skull |
General, Strength |
| 0-1 |
Werewolf |
110,000 |
8 |
3 |
3 |
7 |
Catch |
Frenzy, Razor Sharp Fangs |
General, Agility |
|
Rerolls: 70,000
Apothecary: No
Allies: None
Note: The Necromantic can add a free Zombie player to its roster, if it kills a HUMAN SIZED opponent (ie the player is not have either the Big Guy or Stunty racial characteristic) who fails to be apothecaried or regenerated. The team must have a free slot on its roster to do so and cannot exceed 16 players by adding this free Zombie.
Norse
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Lineman |
50,000 |
6 |
3 |
3 |
7 |
Block |
None |
General |
| 0-2 |
Thrower |
70,000 |
6 |
3 |
3 |
7 |
Block, Pass |
None |
General, Passing |
| 0-2 |
Catcher |
70,000 |
6 |
3 |
3 |
7 |
Block, Catch |
None |
General, Agility |
| 0-4 |
Blitzer |
90,000 |
6 |
3 |
3 |
7 |
Block, Jump Up |
Frenzy |
General, Strength |
|
Rerolls: 60,000
Apothecary: Yes
Allies: 1 Total Ally allowed. Can be either: Minotaur or Ogre
Old World Pact
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Human Lineman |
50,000 |
6 |
3 |
3 |
8 |
None |
None |
General |
| 0-2 |
Dwarf Longbeard |
70,000 |
4 |
3 |
2 |
9 |
Block, Tackle |
Thick Skull |
General, Strength |
|
Rerolls: 80,000
Apothecary: Yes
BG Allies: 2 Total Allowed; only 1 of each type allowed: Ogre, Treeman
Allies: Dwarf, Halfling, Human, Wood Elf
Note: If a team has races listed for allies, then your team can have 2 Linemen (Players Numbering 0-12+) OR 1 Positional player from that race on the team. Although listed as an ally, the Halfling Hot Pot is not eligible for this team. Racial allies are treated as normal team players and can use team re-rolls.
Orc
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Lineman |
50,000 |
5 |
3 |
3 |
9 |
None |
None |
General |
| 0-2 |
Thrower |
70,000 |
5 |
3 |
3 |
8 |
Pass, Sure Hands |
None |
General, Passing |
| 0-4 |
Black Orc Blocker |
80,000 |
4 |
4 |
2 |
9 |
None |
None |
General, Strength |
| 0-4 |
Blitzer |
80,000 |
6 |
3 |
3 |
9 |
Block |
None |
General, Strength |
| 0-4 |
Goblin |
40,000 |
6 |
2 |
3 |
7 |
Dodge |
Right Stuff, Stunty |
Agility |
|
Rerolls: 60,000
Apothecary: Yes
Allies: 1 Total Ally allowed. Can be either: Ogre or Troll
Skaven
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Lineman |
50,000 |
7 |
3 |
3 |
7 |
None |
None |
General, (Physical on doubles) |
| 0-2 |
Thrower |
70,000 |
7 |
3 |
3 |
7 |
Pass, Sure Hands |
None |
General, Passing, (Physical on doubles) |
| 0-4 |
Gutter Runner |
80,000 |
9 |
2 |
4 |
7 |
Dodge |
None |
General, Agility, (Physical on doubles) |
| 0-2 |
Storm Vermin |
90,000 |
7 |
3 |
3 |
8 |
Block |
None |
General, Strength, (Physical on
doubles) |
|
Rerolls: 60,000
Apothecary: Yes
Allies: 1 Total Ally allowed. Can be: Rat Ogre
Skaven Clan Mors
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Clan Rats |
50,000 |
7 |
3 |
3 |
7 |
None |
None |
General, Strength, Physical |
| 0-2 |
Thrower |
70,000 |
7 |
3 |
3 |
7 |
Sure Hands, Pass |
None |
General, Passing, Strength, Physical |
| 0-4 |
Storm Vermin |
90,000 |
7 |
3 |
3 |
8 |
Block |
None |
General, Strength, Physical |
|
Rerolls: 60,000
Apothecary: Yes
Allies: None
Skaven Clan Moulder
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Clan Rats |
50,000 |
7 |
3 |
3 |
7 |
None |
None |
General, *Physical* |
| 0-2 |
Thrower |
70,000 |
7 |
3 |
3 |
7 |
Sure Hands, Pass |
None |
General, Passing, Physical |
|
Rerolls: 60,000
Apothecary: Yes
Allies: 2 Total Ally allowed. Can be: Rat Ogre
* Note: Clan Rats on this teams (and this rule is only for the Clan Rats) may take a Physical skill on any skill roll, not just doubles. However, due to the unpredictable nature of the experiments of Clan Moulder, any mutation gained in this way many NOT be a duplication of any mutation already possessed by another player on the team. Doubles can be used by Clan Rats to take duplicate physical skills though.
Vampire
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Thrall |
40,000 |
6 |
3 |
3 |
7 |
None |
None |
General |
| 0-6 |
Vampire |
110,000 |
6 |
4 |
4 |
8 |
None |
Hypnotic Gaze, Regenerate, OFAB |
General, Agility, Strength |
| 0-1 |
Vampire Lord |
150,000 |
6 |
5 |
4 |
9 |
None |
Hypnotic Gaze, Regenerate |
General, Agility, Strength |
|
Rerolls: 70,000
Apothecary: Yes (only on Thralls)
Allies: None
OFABRoll a d6 for each player with this characteristic each time you set up the team. On a 4-6 they can play as normal. On a 1-3 they have popped into the crowd for some much needed sustenance and will miss the next drive. However, those Vampires missing the drive will be available for the next drive - there is no need to roll again. However, any Vampire with this trait playing in the current drive must roll again at the next kick off.
Vampire LordsVampire Lords are player coaches, and actually take part in the game rather than simply yelling at the player (and referee) from the sidelines. Although the Vampire Lord represents the team's coach, they MUST be bought for the team. The Vampire Lord can still argue the call with the referee, but if evicted from the game he should be immediately moved to the team's Dug-Out and must remain there for the rest of the match. The team will keep on functioning normally even if the Vampire Lord is killed, it being assumed that the next in line of the vampires in the team (ie, the one with the most Star Player points) will elevate to the status of Vampire Lord and take over. The vampire that takes over the team immediately gains +1 ST and +1 AV, and loses the Off for a Bite racial characteristic. This happens as soon as the old Vampire Lord dies (which is after he fails to regenerate from the death injury), and its entry on the roster should be changed IMMEDIATELY to show that it is the new Vampire Lord of the team. Note that since you can only one Vampire Lord per Vampire team, the only time you can purchase a Vampire Lord for a team is when it is created (and you have to buy one!) If for some reason when the Vampire Lord dies there is no other Vampire to take over as Vampire Lord, the team will disband after the match.
Wood Elf
| # |
Position |
Cost |
MA |
ST |
AG |
AV |
Skills |
Traits |
Skills Available |
| 0-12 |
Lineman |
70,000 |
7 |
3 |
4 |
7 |
None |
None |
General, Agility |
| 0-2 |
Thrower |
90,000 |
7 |
3 |
4 |
7 |
Pass |
None |
General, Agility, Passing |
| 0-4 |
Catcher |
90,000 |
9 |
2 |
4 |
7 |
Catch, Dodge |
None |
General, Agility |
| 0-2 |
Wardancer |
120,000 |
8 |
3 |
4 |
7 |
Block, Dodge, Leap |
None |
General, Agility |
|
Rerolls: 50,000
Apothecary: Yes
Allies: 1 Total Ally allowed. Can be: Treeman
|