Aktuelle Bloodbowl Teams

Black Orc

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Chaos Chosen

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Chaos Renegade

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Dark Elf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Gloriel Summerbloom

7

2

2+

2+

8+

Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands

SHOT TO NOTHING: Once per game, when Gloriel performs a Pass action, she may gain the Hail Mary Pass skill. You must declare this special rule is being used when Gloriel is activated.

150k

Willow Rosebark

5

4

3+

6+

9+

Dauntless, Loner (4+), Side Step, Thick Skull

INDOMITABLE: Once per game, when Willow sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

230k

Eldril Sidewinder

8

3

2+

5+

8+

Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves of Steel, On the Ball

MESMERIZING DANCE: Once per game, Eldril may re-roll a failed Agility test when attempting to use the Hypnotic Gaze trait.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

270k

Roxana Darknail

8

3

1+

4+

8+

Dodge, Frenzy, Jump Up, Juggernaut, Leap, Loner (4+)

BURST OF SPEED: Once per game, Roxanna may attmpt to Rush three times, rather than the usual two. You may declare you are using this special rule after Roxanna has rushed twice.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

Swift Twins: Lucien Swift

7

3

2+

5+

9+

Block, Loner (4+), Mighty Blow (+1), Tackle

TWO FOR ONE (1): The Swift Twins must be hired as a pair and count as two Star Players.

340k

Swift Twins: Valen Swift

7

3

2+

2+

8+

Accurate, Loner (4+), Nerves of Steel, Pass, Safe Pass, Sure Hands

TWO FOR ONE (2): However, if either Lucien or Valen is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

 

 

 

 

 

 

 

 

 

Dwarf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Elven Union

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Gloriel Summerbloom

7

2

2+

2+

8+

Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands

SHOT TO NOTHING: Once per game, when Gloriel performs a Pass action, she may gain the Hail Mary Pass skill. You must declare this special rule is being used when Gloriel is activated.

150k

Willow Rosebark

5

4

3+

6+

9+

Dauntless, Loner (4+), Side Step, Thick Skull

INDOMITABLE: Once per game, when Willow sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

230k

Eldril Sidewinder

8

3

2+

5+

8+

Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves of Steel, On the Ball

MESMERIZING DANCE: Once per game, Eldril may re-roll a failed Agility test when attempting to use the Hypnotic Gaze trait.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

270k

Roxana Darknail

8

3

1+

4+

8+

Dodge, Frenzy, Jump Up, Juggernaut, Leap, Loner (4+)

BURST OF SPEED: Once per game, Roxanna may attmpt to Rush three times, rather than the usual two. You may declare you are using this special rule after Roxanna has rushed twice.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

Swift Twins: Lucien Swift

7

3

2+

5+

9+

Block, Loner (4+), Mighty Blow (+1), Tackle

TWO FOR ONE (1): The Swift Twins must be hired as a pair and count as two Star Players.

340k

Swift Twins: Valen Swift

7

3

2+

2+

8+

Accurate, Loner (4+), Nerves of Steel, Pass, Safe Pass, Sure Hands

TWO FOR ONE (2): However, if either Lucien or Valen is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

 

 

 

 

 

 

 

 

 

Goblin

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Halfling

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Human

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Imperial Nobility

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Lizardmen

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Necromantic Horror

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

130k

Bryce 'the Slice' Cambuel

5

3

4+

-

9+

Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull

GHOSTLY FLAMES: Once per half, when Bryce makes the Chainsaw Attack Special action as part of a Blitz action, he may add +4 to the Armour roll against an opponent rather than +3.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

220k

Wilhelm Chaney

8

4

3+

6+

9+

Catch, Claws, Frenzy, Loner (4+), Regeneration, Wrestle

SAVAGE MAULING: Once per game, when Wilhelm makes an Injury roll against an opposing player, he may choose to re-roll the result.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Gretchen Wächter 'The Blood Bowl Widow'

7

3

2+

-

9+

Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step

INCOROPREAL: Once per game, after making an Agility test to dodge, Gretchen may choose to modify the dice roll by adding her Strength characteristic to it.

 

 

 

 

 

 

 

 

 

Nurgle

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Ogre

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Old World Alliance

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Orc

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Shambling Undead

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

130k

Bryce 'the Slice' Cambuel

5

3

4+

-

9+

Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull

GHOSTLY FLAMES: Once per half, when Bryce makes the Chainsaw Attack Special action as part of a Blitz action, he may add +4 to the Armour roll against an opponent rather than +3.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

220k

Wilhelm Chaney

8

4

3+

6+

9+

Catch, Claws, Frenzy, Loner (4+), Regeneration, Wrestle

SAVAGE MAULING: Once per game, when Wilhelm makes an Injury roll against an opposing player, he may choose to re-roll the result.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Gretchen Wächter 'The Blood Bowl Widow'

7

3

2+

-

9+

Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step

INCOROPREAL: Once per game, after making an Agility test to dodge, Gretchen may choose to modify the dice roll by adding her Strength characteristic to it.

 

 

 

 

 

 

 

 

 

Skaven

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Snotling

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Underworld Denizens

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Wood Elf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Gloriel Summerbloom

7

2

2+

2+

8+

Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands

SHOT TO NOTHING: Once per game, when Gloriel performs a Pass action, she may gain the Hail Mary Pass skill. You must declare this special rule is being used when Gloriel is activated.

150k

Willow Rosebark

5

4

3+

6+

9+

Dauntless, Loner (4+), Side Step, Thick Skull

INDOMITABLE: Once per game, when Willow sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

230k

Eldril Sidewinder

8

3

2+

5+

8+

Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves of Steel, On the Ball

MESMERIZING DANCE: Once per game, Eldril may re-roll a failed Agility test when attempting to use the Hypnotic Gaze trait.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

270k

Roxana Darknail

8

3

1+

4+

8+

Dodge, Frenzy, Jump Up, Juggernaut, Leap, Loner (4+)

BURST OF SPEED: Once per game, Roxanna may attmpt to Rush three times, rather than the usual two. You may declare you are using this special rule after Roxanna has rushed twice.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

Swift Twins: Lucien Swift

7

3

2+

5+

9+

Block, Loner (4+), Mighty Blow (+1), Tackle

TWO FOR ONE (1): The Swift Twins must be hired as a pair and count as two Star Players.

340k

Swift Twins: Valen Swift

7

3

2+

2+

8+

Accurate, Loner (4+), Nerves of Steel, Pass, Safe Pass, Sure Hands

TWO FOR ONE (2): However, if either Lucien or Valen is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

 

 

 

 

 

 

 

 

 

Amazon

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Chaos Dwarf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

225k

The Black Gobbo

6

2

3+

3+

9+

Bombardier, Disturbing Presence, Dodge, Loner (3+), Side Step, Sneaky Git, Stab, Stunty

SNEAKIEST OF THE LOT: If your team includes the Black Gobbo, you may commit two Foul actions per team turn, provided one of your Fould actions is committed by the Black Gobbo himself.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

280k

Varag Ghoul-Chewer

6

5

3+

5+

10+

Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Varag, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

High Elf

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Gloriel Summerbloom

7

2

2+

2+

8+

Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands

SHOT TO NOTHING: Once per game, when Gloriel performs a Pass action, she may gain the Hail Mary Pass skill. You must declare this special rule is being used when Gloriel is activated.

150k

Willow Rosebark

5

4

3+

6+

9+

Dauntless, Loner (4+), Side Step, Thick Skull

INDOMITABLE: Once per game, when Willow sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

230k

Eldril Sidewinder

8

3

2+

5+

8+

Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves of Steel, On the Ball

MESMERIZING DANCE: Once per game, Eldril may re-roll a failed Agility test when attempting to use the Hypnotic Gaze trait.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

270k

Roxana Darknail

8

3

1+

4+

8+

Dodge, Frenzy, Jump Up, Juggernaut, Leap, Loner (4+)

BURST OF SPEED: Once per game, Roxanna may attmpt to Rush three times, rather than the usual two. You may declare you are using this special rule after Roxanna has rushed twice.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

Swift Twins: Lucien Swift

7

3

2+

5+

9+

Block, Loner (4+), Mighty Blow (+1), Tackle

TWO FOR ONE (1): The Swift Twins must be hired as a pair and count as two Star Players.

340k

Swift Twins: Valen Swift

7

3

2+

2+

8+

Accurate, Loner (4+), Nerves of Steel, Pass, Safe Pass, Sure Hands

TWO FOR ONE (2): However, if either Lucien or Valen is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

 

 

 

 

 

 

 

 

 

Khemri

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

130k

Bryce 'the Slice' Cambuel

5

3

4+

-

9+

Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull

GHOSTLY FLAMES: Once per half, when Bryce makes the Chainsaw Attack Special action as part of a Blitz action, he may add +4 to the Armour roll against an opponent rather than +3.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

220k

Wilhelm Chaney

8

4

3+

6+

9+

Catch, Claws, Frenzy, Loner (4+), Regeneration, Wrestle

SAVAGE MAULING: Once per game, when Wilhelm makes an Injury roll against an opposing player, he may choose to re-roll the result.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Gretchen Wächter 'The Blood Bowl Widow'

7

3

2+

-

9+

Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step

INCOROPREAL: Once per game, after making an Agility test to dodge, Gretchen may choose to modify the dice roll by adding her Strength characteristic to it.

 

 

 

 

 

 

 

 

 

Norse

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

170k

Rumbelow Sheepskin

6

3

3+

-

8+

Block, Horns, Juggernaut, Loner (4+), No Hands, Tackle, Thick Skull

RAM: Once per game, when an oppositiomn player is Knocked Down as a result of a Block action performed by Rumbelow, you may apply +1 modifier to either Armour roll or Injury roll. This modifier may be applied after the roll has been made.

200k

Grim Ironjaw

5

4

3+

-

9+

Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull

SLAYER: Once per game, when an opposition player with a Strength characteristic of 5 or more is Knocked Down as the result of a Block action performed by Grim, you may apply an additional +1 modifier to either the Armour or Injury roll. This modifier may be applied after the roll has been made.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

210k

Karla von Kill

6

4

3+

4+

9+

Block, Dauntless, Dodge, Jump Up, Loner (4+)

INDOMITABLE: Once per game, when Karla sucessfully rolls to use her Dauntless skill, she may increase her Strength characteristic to double that of the nominated target of her Block action.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

280k

Deeproot Strongbranch

2

7

5+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Stand Firm, Strong Arm, Thick Skull, Throw Team-mate, Timmm-ber!

RELIABLE: If Deeproot fumbles a Throw Team-mate action, the player that was thrown will bounce as normal but will automatically land safely.

280k

Griff Oberwald

7

4

2+

3+

9+

Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet

CONSUMMATE PROFESSIONAL: Once per game, Griff may re-roll one dice that was rolled either as a single deice roll as part of a multiple dice roll or as part of a dice pool (this cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll).

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Vampire

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

130k

Bryce 'the Slice' Cambuel

5

3

4+

-

9+

Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull

GHOSTLY FLAMES: Once per half, when Bryce makes the Chainsaw Attack Special action as part of a Blitz action, he may add +4 to the Armour roll against an opponent rather than +3.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

150k

Skrull Halfheight

6

3

4+

4+

9+

Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull

STRONG PASSING GAME: Once per game, after making a Passing Ability test to perform a Pass action, Skrull may choose to modify the dice roll ba adding his Strength characteristic to it.

220k

Wilhelm Chaney

8

4

3+

6+

9+

Catch, Claws, Frenzy, Loner (4+), Regeneration, Wrestle

SAVAGE MAULING: Once per game, when Wilhelm makes an Injury roll against an opposing player, he may choose to re-roll the result.

250k

Frank 'n' Stein

4

5

4+

-

10+

Break Tackle, Loner (4+), Mighty Blow (+1), Regeneration, Stand Firm, Thick Skull

BRUTAL BLOCK: Once per game, when Frank 'n' Stein makes an Injury roll against an opponent as a result of a Block action, he may choose to add an additional +1 modifier to the Injury roll. This modifier may be applied after the roll has been made.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Gretchen Wächter 'The Blood Bowl Widow'

7

3

2+

-

9+

Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step

INCOROPREAL: Once per game, after making an Agility test to dodge, Gretchen may choose to modify the dice roll by adding her Strength characteristic to it.

 

 

 

 

 

 

 

 

 

Daemons of Khorne

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

180k

Hakflem Skuttlespike

9

3

2+

3+

8+

Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads

TREACHEROUS: Once per game, if team-mate in an adjacent square to Hakflem is in possession of the ball when Hakflem is activated, that player may immeddiately be Knocked Down and Hakflem may take possession of the ball. No Turnover is caused as result of using this special rule.

195k

Glart Smashrip

5

4

4+

-

9+

Block, Claws, Grab, Juggernaut, Loner (4+), Stand Firm

FRENZIED RUSH: Once per game, when Glart performs a Blitz action, he may gain the Frenzy skill. You must declare this special rule is being used when Glart is activated. Glart may not use the Grab skill during a turn in which he uses this special rule.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

260k

Lord Borak the Despoiler

5

5

3+

5+

10+

Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git

LORD OF CHAOS: A team that includes Lord Borak gains an extra Team re-roll for the first half of the game. If this Team re-roll is not used during the first half, it may be carried over into the second half. However, if Lord Borak is removed from the play before this re-roll is used, it is lost.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

 

 

 

 

 

 

 

Slann

Preis

Name

MA

ST

AG

PA

AV

Skills

Special Rule

80k

Akhorne the Squirrel

7

1

2+

-

6+

Claws, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Sidestep, Stunty, Titchy

BLIND RAGE: Akhorne may choose to re-roll the D6 when rolling for the Dauntless skill.

140k

Helmut Wulf

6

3

3+

-

9+

Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm

OLD PRO: Once per game, Helmut may use his Pro skill to re-roll a single dice rolled as part of an Armour roll.

210k

Grombrindal, the White Dwarf

5

3

3+

4+

10+

Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull

WISDOM OF THE WHITE DWARF: Once per team turn, when one of Grombrindal's team-mates that is in the adjacent square is activated, that player gains either the Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet skill until the end of their activation.

220k

Mighty Zug

4

5

4+

6+

10+

Block, Loner (4+), Mighty Blow (+1)

CRUSHING BLOW: Once per game, when an opposition player is Knocked Down as result of a Block action performed by Zug, you may apply an additional +1 modifier to the Armour roll. This modifier may be applied after the roll has been made.

230k

Zolcath the Zoat

5

5

4+

5+

10+

Disturbing Presence, Juggernaut, Loner (4+), MIghty Blow (+1), Prehensile Tail, Regeneration, Sure Feet

"EXCUSE ME, ARE YOU A ZOAT?": Once per game, when Zolcath is activated, he main gain the Hypnotic Gaze trait. You must declare this special rule is being used when Zolcath is activated.

 

G&C: Grak

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Loner (4+), Mighty Blow (+1), Thick Skull

TWO FOR ONE (1): Grak and Crumbleberry must be hired as a pair and count as two Star Players.

250k

G&C: Crumbleberry

5

2

3+

6+

7+

Dodge, Loner (4+), Right Stuff, Sure Hands

TWO FOR ONE (2): However, if either Grak or Crumbleberry is removed from play due to suffering a KO'd or Casualty! result on the Injury table, the other replaces the Loner (4+) trait with the Loner (2+) trait.

340k

Morg 'n' Thorg

6

6

3+

4+

11+

Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate

THE BALLISTA: Once per game, if Morg fails the Passing Ability test when making a Pass action or a Throw Team-mate action, you may re-roll the D6

 

 

Black Orc

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Goblin Bruiser Lineman

6

2

3+

4+

8+

Dodge, Right Stuff, Stunty, Thick Skull

A

GPS

45k

0-6

Black Orc

4

4

4+

5+

10+

Brawler, Grab

GS

AP

90k

0-1

Trained Troll for Black Orcs

4

5

5+

5+

10+

Always Hungry, Loner (3+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate

S

AGP

115k

ReRolls:

60k

Apothecary:

Yes

Tier:

2

Special Team Rules:

Once per game, when rolling on the Argue the Call table, you may re-roll a roll of a natural 1. Bribes are 50,000 gold pieces each. A Biased Ref requires only 80,000 gold pieces.

 

 

Chaos Chosen

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Beastman Runner Lineman

6

3

3+

4+

9+

Horns

GMS

AP

60k

0-4

Chosen Blocker

5

4

3+

5+

10+

None

GMS

A

100k

0-1 *

Chaos Troll

4

5

5+

5+

10+

Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate

MS

AG

115k

0-1 *

Chaos Ogre

5

5

4+

5+

10+

Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team-mate

MS

AG

140k

0-1 *

Minotaur

5

5

4+

-

9+

Loner (4+), Frenzy, Horns, Mighty Blow (+1), Thick Skull, Unchannelled Fury

MS

AG

150k

ReRolls:

60k

Apothecary:

Yes

Tier:

2

Special Team Rules:

no Special Rules

* 0-1 Big Guys

 

Chaos Renegade

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Renegade Human Lineman

6

3

3+

4+

9+

None

GMS

AS

50k

0-1

Renegade Human Thrower

6

3

3+

3+

9+

Animosity (all), Pass, Safe Pair of Hands

GMP

AS

75k

0-1

Renegade Goblin

6

2

3+

4+

8+

Animosity (all), Dodge, Right Stuff, Stunty

AM

GP

40k

0-1

Renegade Orc

5

3

3+

5+

10+

Animosity (all)

GM

AS

50k

0-1

Renegade Skaven

7

3

3+

4+

8+

Animosity (all)

GM

AS

50k

0-1

Renegade Dark Elf

6

3

2+

3+

9+

Animosity (all)

AGM

PS

75k

0-1 *

Renegade Troll

4

5

5+

5+

10+

Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate

S

AGM

115k

0-1 *

Renegade Ogre

5

5

4+

5+

10+

Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team-mate

S

AGM

140k

0-1 *

Renegade Minotaur

5

5

4+

-

9+

Loner (4+), Frenzy, Horns, Mighty Blow (+1), Thick Skull, Unchannelled Fury

S

AGM

150k

0-1 *

Renegade Rat Ogre

6

5

4+

-

9+

Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Prehensile Tail

S

AGM

150k

ReRolls:

70k

Apothecary:

Yes

Tier:

2

Special Team Rules:

no Special Rules

* 0-3 Big Guys

 

Dark Elf

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Dark Elf Lineman

6

3

2+

4+

9+

None

AG

S

70k

0-2

Dark Elf Runner

7

3

2+

3+

8+

Dump-off

AGP

S

80k

0-4

Dark Elf  Blitzer

7

3

2+

4+

9+

Block

AG

PS

100k

0-2

Assassin

7

3

2+

5+

8+

Shadowing, Stab

AG

PS

85k

0-2

Witch Elf

7

3

2+

5+

8+

Dodge, Frenzy, Jump Up

AG

PS

110k

ReRolls:

50k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

Dwarf

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Dwarf Blocker Lineman

4

3

4+

5+

10+

Block, Tackle, Thick Skull

GS

A

70k

0-2

Dwarf Runner

6

3

3+

4+

9+

Sure Hands, Thick Skull

GP

AS

85k

0-2

Dwarf Blitzer

5

3

3+

4+

10+

Block, Thick Skull

GS

AP

80k

0-2

Troll Slayer

5

3

4+

-

9+

Block, Dauntless, Frenzy, Thick Skull

GS

A

95k

0-1

Deathroller

4

7

5+

-

11+

Break Tackle, Dirty Player (+2), Juggernaut, Loner (5+), Mighty Blow (+1), No Hands, Secret Weapon, Stand Firm

S

AG

170k

ReRolls:

50k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

Elven Union

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Elven Lineman

6

3

2+

4+

8+

None

AG

S

60k

0-2

Elven Thrower

6

3

2+

2+

8+

Pass

AGP

S

75k

0-4

Elven Catcher

8

3

2+

4+

8+

Catch, Nerves of Steel

AG

S

100k

0-2

Elven Blitzer

7

3

2+

3+

9+

Block, Side Step

AG

PS

115k

ReRolls:

50k

Apothecary:

Yes

Tier:

2

Special Team Rules:

no Special Rules

 

Goblin

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Goblin Lineman

6

2

3+

4+

8+

Dodge, Right Stuff, Stunty

A

GPS

40k

0-1

Bomma

6

2

3+

4+

8+

Bombardier, Dodge, Secret Weapon, Stunty

A

GPS

45k

0-1

Looney

6

2

3+

-

8+

Chainsaw, Secret Weapon, Stunty

A

GS

40k

0-1

Fanatic

3

7

3+

-

8+

Ball & Chain, No Hands, Secret Weapon, Stunty

S

AG

70k

0-1

Pogoer

7

2

3+

5+

8+

Dodge, Pogo Stick, Stunty

A

GPS

75k

0-1

'Ooligan

6

2

3+

6+

8+

Dirty Player (+1), Disturbing Presence, Dodge, Right Stuff, Stunty

A

GPS

65k

0-1

Doom Diver

6

2

3+

6+

8+

Right Stuff, Stunty, Swoop

A

GS

60k

0-2

Trained Troll

4

5

5+

5+

10+

Always Hungry, Loner (3+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate

S

AGP

115k

ReRolls:

60k

Apothecary:

Yes

Tier:

3

Special Team Rules:

Once per game, when rolling on the Argue the Call table, you may re-roll a roll of a natural 1. Bribes are 50,000 gold pieces each. A Biased Ref requires only 80,000 gold pieces.

 

Halfling

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Halfling Hopeful Lineman

5

2

3+

4+

7+

Dodge, Right Stuff, Stunty

A

GS

30k

0-2

Halfling Hefty

5

2

3+

3+

8+

Dodge, Fend, Stunty

AP

GS

50k

0-2

Halfling Catcher

5

2

3+

5+

7+

Catch, Dodge, Right Stuff, Sprint, Stunty

A

GS

55k

0-2

Altern Forest Treeman

2

6

5+

5+

11+

Mighty Blow (+1), Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-mate, Timmm-ber!

S

AGP

120k

ReRolls:

60k

Apothecary:

Yes

Tier:

3

Special Team Rules:

A Master Chef costs only 100,000 gold pieces.

 

Human

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Human Lineman

6

3

3+

4+

9+

None

G

AS

50k

0-2

Human Thrower

6

3

3+

2+

9+

Pass, Sure Hands

GP

AS

80k

0-4

Human Catcher

8

2

3+

5+

8+

Catch, Dodge

AG

SP

65k

0-4

Human Blitzer

7

3

3+

4+

9+

Block

GS

SP

85k

0-3

Halfling Hopeful

5

2

3+

4+

7+

Dodge, Right Stuff, Stunty

A

GS

30k

0-1

Ogre

5

5

4+

5+

10+

Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team-mate

S

AG

140k

ReRolls:

50k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

Imperial Nobility

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Imperial Retainer Lineman

6

3

4+

4+

8+

Fend

G

AS

45k

0-2

Imperial Thrower

6

3

3+

3+

9+

Pass, Runing Pass

GP

AS

75k

0-2

Noble Blitzer

7

3

3+

4+

9+

Block, Catch

AG

PS

105k

0-4

Bodyguards

6

3

3+

5+

9+

Stand Firm, Wrestle

GS

A

90k

0-1

Ogre

5

5

4+

5+

10+

Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team-mate

S

AG

140k

ReRolls:

70k

Apothecary:

Yes

Tier:

2

Special Team Rules:

no Special Rules

 

Lizardmen

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Skink Runner Lineman

8

2

3+

4+

8+

Dodge, Stunty

A

GPS

60k

0-2

Chameleon Skink

7

2

3+

3+

8+

Dodge, On the Ball, Shadowing, Stunty

A

GPS

70k

0-6

Saurus Blocker

6

4

5+

6+

10+

None

GS

A

85k

0-1

Kroxigor

6

5

5+

-

10+

Bone Head, Loner (4+), Mighty Blow (+1), Prehesile Tail, Thick Skull

S

AG

140k

ReRolls:

70k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

Necromantic Horror

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Zombie Lineman °

4

3

4+

-

9+

Regeneration

G

AS

40k

0-2

Ghoul Runner °

7

3

3+

4+

8+

Dodge

AG

PS

75k

0-2

Wraith

6

3

3+

-

9+

Block, Foul Appearance, No Hands, Regeneration, Side Step

GS

A

95k

0-2

Werewolf

8

3

3+

4+

9+

Claws, Frenzy, Regeneration

AG

PS

125k

0-2

Flesh Golem

4

4

4+

-

10+

Regeneration, Stand Firm, Thick Skull

GS

A

115k

ReRolls:

70k

Apothecary:

No

Tier:

2

Special Team Rules:

If a player on the opposing team with a Strength characteristic of 4 or less and that does not have the Regeneration or Stunty traits suffers a Casualty result of 15-16, DEAD, and if they cannot be saved by an apothecary, a new rookie Zombie Lineman player can be placed immediately in the Reserves box of this team’s dugout. This team may not hire an Apothecary, but is allowed to induce a Morturary Assistant.

 

Nurgle

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Rotter Lineman

5

3

4+

6+

9+

Decay, Plague Ridden

GM

AS

35k

0-4

Pestigor

6

3

3+

4+

9+

Horns, Plague Ridden, Regeneration

GMS

AP

75k

0-4

Bloater

4

4

4+

6+

10+

Disturbing Presence, Foul Appearance, Plague Ridden, Regeneration

GMS

A

115k

0-1

Rotspawn

4

5

5+

-

10+

Disturbing Presence, Foul Appearance, Loner (4+), Mighty Blow (+1), Plague Ridden, Really Stupid, Regeneration, Tentacles

S

AGM

140k

ReRolls:

70k

Apothecary:

No

Tier:

2

Special Team Rules:

no Special Rules

 

Ogre

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Gnoblar Lineman

5

1

3+

5+

6+

Dodge, Right Stuff, Side Step, Stunty, Titchy

A

G

15k

0-1

Ogre Runt Punter

5

5

4+

4+

10+

Bone Head, Kick Team-mate, Mighty Blow (+1), Thick Skull

PS

AG

145k

0-5

Ogre Blocker

5

5

4+

5+

10+

Bone Head, Mighty Blow (+1), Thick Skull, Throw Team-mate

S

AGP

140k

ReRolls:

70k

Apothecary:

Yes

Tier:

3

Special Team Rules:

In league play (but not in exhibition play), when calculating the Current Value of any permanently hired Lineman players on a team with this special rule, the hiring Fee of that player in not included.The team may pick Riotous Rookies as Inducements.

 

Old World Alliance

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Old World Human Lineman

6

3

3+

4+

9+

None

G

AS

50k

0-1

Old World Human Thrower

6

3

3+

3+

9+

Animosity (DW, HA), Pass, Sure Hands

GP

AS

80k

0-1

Old World Human Catcher

8

2

3+

5+

8+

Animosity (DW, HA), Catch, Dodge

AG

S

65k

0-1

Old World Human Blitzer

7

3

3+

4+

9+

Animosity (DW, HA), Block

GS

A

90k

0-2

Old World Dwarf Blocker

4

3

4+

5+

10+

Arm Bar, Brawler, Loner (3+), Thick Skull

GS

A

75k

0-1

Old World Dwarf Runner

6

3

3+

4+

9+

Loner (3+), Sure Hands, Thick Skull

GP

AS

85k

0-1

Old World Dwarf Blitzer

5

3

3+

4+

10+

Block, Loner (3+), Thick Skull

GS

A

80k

0-1

Old World Dwarf Troll Slayer

5

3

4+

-

9+

Block, Dauntless, Frenzy, Loner (3+), Thick Skull

GS

A

95k

0-2

Old World Halfling Hopeful

5

2

3+

4+

7+

Animosity (DW, HU), Dodge, Right Stuff, Stunty

A

GS

30k

0-1 *

Old World Ogre

5

5

4+

5+

10+

Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team-mate

S

AG

140k

0-1 *

Altern Forest Treeman °

2

6

5+

5+

11+

Loner (4+), Mighty Blow (+1), Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-mate, Timmm-ber!

S

AGP

120k

ReRolls:

70k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

* 0-1 Big Guys

 

Orc

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Orc Lineman

5

3

3+

4+

10+

Animosity (LM)

G

AS

50k

0-2

Orc Thrower

5

3

3+

3+

9+

Animosity (all), Pass, Sure Hands

GP

AS

65k

0-4

Orc Blitzer

6

3

3+

4+

10+

Animosity (all), Block

GS

AP

80k

0-4

Big Un Blocker

5

4

4+

-

10+

Animosity (BU)

GS

A

90k

0-4

Goblin

6

2

3+

4+

8+

Dodge, Right Stuff, Stunty

A

GS

40k

0-1

Untrained Troll

4

5

5+

5+

10+

Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate

S

AGP

115k

ReRolls:

60k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

Shambling Undead

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Skeleton Lineman

5

3

4+

6+

8+

Regeneration, Thick Skull

G

AS

40k

0-12

Zombie Lineman

4

3

4+

-

9+

Regeneration

G

AS

40k

0-4

Ghoul Runner

7

3

3+

4+

8+

Dodge

AG

PS

75k

0-2

Wight Blitzer

6

3

3+

5+

9+

Block, Regeneration

GS

AP

90k

0-2

Mummy

3

5

5+

-

10+

Mighty Blow (+1), Regeneration

S

AG

125k

ReRolls:

70k

Apothecary:

No

Tier:

1

Special Team Rules:

If a player on the opposing team with a Strength characteristic of 4 or less and that does not have the Regeneration or Stunty traits suffers a Casualty result of 15-16, DEAD, and if they cannot be saved by an apothecary, a new rookie Zombie Lineman player can be placed immediately in the Reserves box of this team’s dugout. This team may not hire an Apothecary, but is allowed to induce a Morturary Assistant.

 

Skaven

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Skaven Clanrat Lineman

7

3

3+

4+

8+

None

G

AMS

50k

0-2

Skaven Thrower

7

3

3+

2+

8+

Pass, Sure Hands

GP

AMS

85k

0-4

Skaven Gutter Runner

9

2

2+

4+

8+

Dodge

AG

MPS

85k

0-2

Skaven Blitzer

7

3

3+

5+

9+

Block

GS

AMP

90k

0-1

Rat Ogre

6

5

4+

-

9+

Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Prehensile Tail

S

AGM

150k

ReRolls:

50k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

Snotling

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Snotling Lineman

5

1

3+

5+

6+

Dodge, Right Stuff, Side Step, Stunty, Swarming, Titchy

A

G

15k

0-2

Fungus Flinga

5

1

3+

4+

6+

Bombardier, Dodge, Right Stuff, Secret Weapon, Side Step, Stunty

AP

G

30k

0-2

Fun-hoppa

6

1

3+

5+

6+

Dodge, Pogo Stick, Right Stuff, Side Step, Stunty

A

G

20k

0-2

Stilty Runna

6

1

3+

5+

6+

Dodge, Right Stuff, Side Step, Sprint, Stunty

A

G

20k

0-2

Pump Wagon

4

5

5+

-

9+

Dirty Player (+1), Juggernaut, Mighty Blow (+1), Really Stupid, Secret Weapon, Stand Firm

S

AG

105k

0-2

Trained Troll

4

5

5+

5+

10+

Always Hungry, Loner (3+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate

S

AGP

115k

ReRolls:

60k

Apothecary:

Yes

Tier:

3

Special Team Rules:

Once per game, when rolling on the Argue the Call table, you may re-roll a roll of a natural 1. Bribes are 50,000 gold pieces each. A Biased Ref requires only 80,000 gold pieces. In league play (but not in exhibition play), when calculating the Current Value of any permanently hired Lineman players on a team with this special rule, the hiring Fee of that player in not included.The team may pick Riotous Rookies as Inducements.

 

Underworld Denizens

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Underworld Goblin Lineman

6

2

3+

4+

8+

Dodge, Right Stuff, Stunty

AM

GS

40k

0-6

Underworld Snotling

5

1

3+

5+

6+

Dodge, Right Stuff, Side Step, Stunty, Swarming, Titchy

AM

G

15k

0-3

Underworld Clanrat

7

3

3+

4+

8+

Animosity (GO)

GM

AS

50k

0-1

Underworld Skaven Thrower

7

3

3+

2+

8+

Animosity (GO), Pass, Sure Hands

GM

AS

85k

0-1

Underworld Gutter Runner

9

2

2+

4+

8+

Animosity (GO), Dodge

AGM

PS

85k

0-1

Underworld Skaven Blitzer

7

3

3+

5+

9+

Animosity (GO), Block

GMS

AP

90k

0-1 *

Underworld Troll

4

5

5+

5+

10+

Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate

MS

AGP

115k

0-1 *

Mutant Rat Ogre

6

5

4+

-

9+

Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Prehensile Tail

MS

AG

150k

ReRolls:

70k

Apothecary:

Yes

Tier:

2

Special Team Rules:

Once per game, when rolling on the Argue the Call table, you may re-roll a roll of a natural 1. Bribes are 50,000 gold pieces each. A Biased Ref requires only 80,000 gold pieces.

* 0-1 Big Guys

 

Wood Elf

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Wood Elf Lineman

7

3

2+

4+

8+

None

AG

S

70k

0-2

Wood Elf Thrower

7

3

2+

2+

8+

Pass

AGP

S

95k

0-4

Wood Elf Catcher

8

2

2+

4+

8+

Catch, Dodge

AG

PS

90k

0-2

Wardancer

8

3

2+

4+

8+

Block, Dodge, Leap

AG

PS

125k

0-1

Loren Forest Treeman

2

6

5+

5+

11+

Loner (4+), Mighty Blow (+1), Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-mate

S

AG

120k

ReRolls:

50k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

Amazon

Team of Legend

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Tribal Linewoman

6

3

3+

4+

8+

Dodge

G

AS

50k

0-2

Eagle Warrior Thrower

6

3

3+

3+

8+

Dodge, Pass

GP

AS

75k

0-2

Piranha Warrior Catcher

6

3

3+

5+

8+

Catch, Dodge

GA

S

75k

0-4

Koka Kalim Blitzer

6

3

3+

5+

8+

Block, Dodge

GS

A

90k

ReRolls:

50k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

Chaos Dwarf

Team of Legend

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Hobgoblin Lineman

6

3

3+

4+

8+

None

G

AS

40k

0-6

Chaos Dwarf Blocker

4

3

4+

6+

10+

Block, Tackle, Thick Skull

GS

AM

70k

0-2

Bull Centaur Blitzer

6

4

4+

6+

10+

Sprint, Sure Feet, Thick Skull

GS

A

130k

0-1

Enslaved Minotaur

5

5

4+

-

9+

Animal Savagery,Frenzy, Horns, Loner (4+), Mighty Blow (+1), Thick Skull

S

AGM

150k

ReRolls:

70k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

High Elf

Team of Legend

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

High Elf Lineman

6

3

2+

4+

9+

None

AG

PS

70k

0-2

High Elf Thrower

6

3

2+

2+

9+

Cloud Burster, Pass, Safe Pass

AGP

S

100k

0-4

High Elf Catcher

8

3

2+

5+

8+

Catch

AG

S

90k

0-2

High Elf Blitzer

7

3

2+

4+

9+

Block

AG

PS

100k

ReRolls:

50k

Apothecary:

Yes

Tier:

2

Special Team Rules:

no Special Rules

 

Khemri

Team of Legend

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Skeleton Lineman

5

3

4+

6+

8+

Regeneration, Thick Skull

G

AS

40k

0-2

Anointed Thrower

6

3

4+

3+

8+

Pass, Regeneration, Sure Hands, Thick Skull

GP

A

70k

0-2

Anointed Blitzer

6

3

4+

6+

9+

Block, Regeneration, Thick Skull

GS

AP

90k

0-4

Tomb Guardian

4

5

5+

-

10+

Decay, Regeneration

S

GA

100k

ReRolls:

70k

Apothecary:

No

Tier:

2

Special Team Rules:

no Special Rules

 

Norse

Team of Legend

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Norse Lineman

6

3

3+

4+

8+

Block

G

AS

50k

0-2

Norse Thrower

6

3

3+

3+

8+

Block, Pass

GP

AS

70k

0-2

Norse Catcher

7

3

3+

5+

8+

Block, Dauntless

AG

S

90k

0-2

Norse Berserker

6

3

3+

5+

8+

Block, Frenzy, Jump Up

GS

A

90k

0-2

Ulfwereners

6

4

4+

-

9+

Frenzy

GS

A

105k

0-1

Yhetee

5

5

5+

-

9+

Claws, Disturbing Presence, Frenzy, Loner (4+), Unchannelled Fury

S

AG

140k

ReRolls:

60k

Apothecary:

Yes

Tier:

1

Special Team Rules:

no Special Rules

 

Vampire

Team of Legend

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-12

Thrall Lineman

6

3

3+

5+

8+

None

G

AS

40k

0-6

Vampire Blitzers

6

4

2+

3+

9+

Animal Savagery, Hypnotic Gaze, Regeneration

AGS

P

110k

ReRolls:

70k

Apothecary:

Yes

Tier:

2

Special Team Rules:

no Special Rules

 

Slann

NAF Recommended Team

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Slann Lineman

6

3

3+

4+

9+

Pogo Stick, Very Long Legs

G

ASP

60k

0-4

Slann Catcher

7

2

2+

4+

8+

Diving Catch, Pogo Stick, Very Long Legs

AG

PS

80k

0-4

Slann Blitzer

7

3

3+

4+

9+

Diving Tackle, Jump Up, Pogo Stick, Very Long Legs

AGS

P

110k

0-1

Kroxigor

6

5

5+

-

10+

Bone Head, Loner (4+), Mighty Blow (+1), Prehesile Tail, Thick Skull

S

GA

140k

ReRolls:

50k

Apothecary:

Yes

Tier:

2

Special Team Rules:

no Special Rules

 

Daemons of Khorne

NAF Recommended Team

Anzahl

Position

MA

ST

AG

PA

AV

Fähigkeiten

Pri.

Sec.

Preis

0-16

Pit Fighter

6

3

3+

4+

9+

Frenzy

G

ASP

60k

0-4

Bloodletter Daemon

6

3

3+

4+

8+

Horns, Juggernaut, Regeneration

AGS

P

80k

0-2

Khorne Heralds

6

3

3+

5+

9+

Frenzy, Horns, Juggernaut

GS

AP

90k

0-1

Bloodthirster

6

5

5+

-

10+

Claws, Frenzy, Horns, Juggernaut, Loner (4+), Regeneration, Unchannelled Fury

S

GA

180k

ReRolls:

70k

Apothecary:

Yes

Tier:

2

Special Team Rules:

no Special Rules

 

<iframe src="https://discordapp.com/widget?id=259586290142412800&theme=dark" width="350" height="500" allowtransparency="true" frameborder="0"></iframe>

FUMBBL ist eine Online-Bloodbowl-Community die seit 2003 aktiv ist. Der Zugang zu FUMBBL ist komplett kostenlos es gibt aber zwei Voraussetungen die erfüllt sein müssen.
Zum Einen muss man das Brettspiel besitzen (das kann natürlich niemand kontrollieren, dient aber der rechtlichen Absicherung) und zum Anderen benötigt man Java um den Client zu benutzen.

Es gibt 3 große Divisionen:

- Ranked ist für freien Open Play, in dem man sich seine Gegner frei aussuchen kann (es gibt ein paar Einschränkungen um Farming etc. zu verhindern)
- Blackbox bietet einen automatischen Scheduler der alle 15 Minuten läuft, hier gibt es nur die automatischen Matchups
- League erlaubt jedem seine eigene Liga mit eigenen Regelsets zu erstellen

Für Teams aus Ranked und Blackbox gibt es regelmäßige offizielle Turniere mit speziellen Preisen (Skillups für Spieler, spezielle Spieler für das Team, etc.).
In League werden offizielle NAF-Turniere veranstaltet (Strider84 ist hier der aktuelle Organisiator), die für das Online NAF-Ranking zählen, auch hier gibt es kleine Preise gewinnen.
Außerdem können in League inzwischen auch komplett eigene Roster erstellt werden, hieraus ist ein Community-Projekt namens Secret League
enstanden. Hier gibt es weit über 70 Custom Roster mit einem unglaublichen Spektrum an Eigenschaften.

Wem das nicht reicht, kann den Client auch im Testmode starten. Die Ergebnisse solcher Spielen können nicht hochgeladen werden, dafür kann man hier über spezielle Kommandos die Teams beinahe
beliebig anpassen um z.B. spezielle Spielsituationen nachzustellen.

Für Anfänger gibt es den Club 145 in dem jeder der neu ist erfahrene Coaches findet, die helfen ins Spiel zu finden oder einfach die FUMBBL-Eigenheiten kennen zu lernen. Wer Interesse an
einer deutschsprachigen Liga hat, kann sich bei Candlejack melden, der die [D-A-CH] leitet. Für Chat wird ein eigener Discord-Server; verwendet, dort gibt es für einige der hochklassigen Turnierspiele auch Livekommentare. Ein paar Coaches haben auch einen eigenen FUMBBL Podcast ins Leben gerufen.

Insbesondere in den Turnieren treten viele der Weltelite an, die auch auf NAF-Turnieren vertreten sind. Wer sich also mit den Besten messen will, ist hier genau richtig. Durch die beiden Systeme der NAF-Turniere und Ranked-/Blackbox-Turniere, kann man das in allen erdenklichen TV-Bereichen tun. Wenn man nicht selbst spielen kann oder will, erlaubt es einem der Client auch den Spielen anderer
zuzusehen (spectaten).
Der Client selbst wird weiterhin entwickelt, um Bugs zu beheben und neue Features einzuführen (bspw. wurde der Doom Diver vor einiger Zeit hinzugefügt). Der Eigentümer der Seite, Christer, versucht
die offiziellen Divisionen möglichst nahe an den offiziellen Regeln von GW zu halten. Hierzu gehören auch die aktuellen Star Player aus den Spike!-Magazinen. Im Moment ist der Client auf modernen
Displays oft etwas klein, hier gibt es aber Workarounds und es wird an einem skalierbaren Client gearbeitet. Außerdem gibt es ein Projekt für einen HTML-Client über den man bisher schon spectaten kann.
Das Projekt ist Open Source und wer Interesse hat mitzuentwickeln kann sich bei Christer melden.

Dies ist die neue Plattform der deutschsprachigen Blood Bowl Community. Ob Tabletop- oder Online-Spieler, ob Cyanide- oder FUMBBL-User, ob Liga oder Turnier, ob Strategiecrack oder Figurenaficionado - die DBBC e.V. versteht diese Seite an als kostenloses Angebot an alle Blood Bowl Interessierten. Die Homepage steht Euch zur Verfügung, um Informationen für alle deutschsprachigen Blood Bowler zusammen zu tragen, BB Ligen und Events zu organisieren und den Austausch zu unserem Hobby zu unterstützen. 

Auf diesen Seiten findet ihr:

  • Homepage mit redaktionellen Beiträgen - hier sammeln und veröffentlichen wir News und Artikel zu Regeln, Strategie und Events 
  • Forum - hier wird der Ligaaaltag für Online- und Tabletop-Ligen organisiert
  • Faceblock - unsere Social Plattform für alle Community-Themen

Wir wünschen Euch viel Spaß mit diesen Tools! Zögert nicht, Euch mit Wünschen und Anregungen an uns zu wenden!

Euer DBBC e.V.

(*Forum und Faceblock erfordern jeweils die Erstellung eines eigenen Profils, wir werden jedoch bald auf ein integriertes Forum umstellen)

 

Discord Einbettung