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GARIONS COMPETITION RULE PACK - 2nd EDITION


Introduction This set of rules is obviously completely unofficial and in no way supported anywhere. But having played the current rules CRP I found my self quite frustrated with the direction the game has moved in for a number of reasons that I will not go into here. Rather than go into that now I will just say that these rules are all using CRP as the foundation so if anything isnt mentioned here then it is because it is the same as in CRP. Using inspiration from 2nd edition through to LRB4 and CRP the focus of these rules is to bring more variety in team development, to make causing casualties possible for all teams again and also to bring back a bit of fun to the game that seems to missing in the CRP edition. I hope you enjoy reading and as always I am open to any constructive criticism but please read this full document before sending feedback. Also I would like to thank - Colin, f_alk, skolopended, Whatball, Dode74, Freak_in_a_frock, and Elhers for their contributions, and anyone else that has contributed that I may have forgotten. CONTENTS Page - 3 Changes to Secret Weapon rolls Changes to Fouling The roll of the Referee Arguing with the Ref Bribes Page - 4 Spiralling Expenses Bank Rule Kick Off Table Page 5 Traits Nega-traits New skills Page 6 Changes to existing skills CRP 2nd edition written by Garion Front cover art by ~Yogart All illustrations by Knut_Rockie All team badges by Mr_Foulscumm other than Chaos Dwarves Chaos Dwarf team badge by Qaz Page 7-8 Mutations Page 9 New Wizard rules Page 10-11 Optional League rules for Wizards Page 12 Changes to Star Players Page 13 Additional Star Players Page 14 + Team Rosters

Secret weapon rolls Any player with the secret weapon skill must make a secret weapon dice roll at the end of every drive. If they roll under their penalty roll then they are allowed to continue playing. Ball and Chain Blunderbuss/Bazooka Bombardier Chainsaw Death Roller 7+ penalty roll 10+ penalty roll 8+ penalty roll 8+ penalty roll 6+ penalty roll

Fouling A player making a foul adds +1 to the Av roll he makes. The Referee At the start of the game the referee is neutral and will spot any fouls made by either team on a 7 or 8 on a 1D8 roll. When a player fouls a prone or stunned player the fouling player rolls 1D8 on a 7 or 8 the referee has spotted them and sends them off for the rest of the game (a coach my argue the call with the ref, see argue with the ref). If the fouling player rolls 6 or less on 1D6 the referee does not see the foul and the player remains on the pitch. After a player on your team fouls an opponents player the ref keeps and eye on your team. When the eye is on your team a +3 modifier is added to the referee roll to see if the referee sees the foul or not. So a roll of 1, 2 or 3 will stop your player being seen if the Eye is on your team. If the eye is on your team and your opponent fouls your players then the eye will move away from your team on to your opponent which will allow you to foul and get away with it as long you roll less than 7 again. At the start of the 2nd half the ref is neutral again. Argue with the ref The same as LRB4 -Any time a ref sends one of your players off, whether it is for a foul or for failing a secret weapon penalty roll your head coach can argue the call with the referee. On a roll of a 1 he expels you from the game2-5 nothing happens, and on a roll of a 6 the referee backs down and reverses his decision to send a player off. If your head coach gets sent of then you have a -1 Modifier on any coach rolls you make on the kick off table and if you are Undead or Necromantic you can no longer raise killed players during a match. Bribes Bribes can be used to re-roll any failed penalty rolls you make. They can also be used to re-roll failed referee rolls. If you use a bribe to re-roll any referee rolls then you cannot use your coach to argue the call if the bribe fails.

Spiralling Expenses SE works in the same way as CRP except it starts later and has a steeper increase. The Naggaroth system 10k 20002050 20k 20512100 30k 21012150 40k 21512220 50k 22212250 60k 22512300 70k 23012350 80k 23512400 +10k Each 50TV

Bank Rule A teams money is now split in to two pots - Petty cash and the Bank. Each team may store up to 150k in the bank which does not affect their teams TV. Any money left over in petty cash does add to a teams TV. Kick off table All stay the same except the ones in red are moved about so the results with the biggest effect on the game are the least probable. High Kick is changed back to Bad Kick.

KICK-OFF TABLE 2D6 Result 2 3 4 5 Blitz! Riot Throw Rock Bad Kick: Roll 2D6 for scatter on kick-off instead of just one. Cheering fans 2D6 7 8 9 10 Result Changing Weather Brilliant Coaching Quick Snap! Get the Ref!

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Perfect Defence Pitch Invasion

SKILLS Traits To get a trait your player must have standard access to that skill category and roll a double on their skill roll. The cost of a trait is +30K. Big Guys are not affected by traits and as such have the freedom to pick skills as they wish, however they still pay the same TV (+30k) even though no double is required. Any players that have access to a skill category only on a doubles roll cannot take the trait from that category under any circumstances. The lists of Traits are Dirty Tackle Agility Leap - Agility Pile On Strength Stand Firm - Strength Leader General Frenzy General Nega-Traits Nega-Traits, are negative-traits, they are the bad skills that most Big Guys start with and also Vampires. Here is a list of the Nega-Traits: Bloodlust, Bone Head, Really Stupid, Take Root and Wild Animal. If a player with a Nega-Trait rolls a 12 (double 6) when they roll for a skill then they have the option to remove one of the above Nega-Traits from their player. This comes at a cost of +50k and uses up one of your players 6 skills, note that Loner and Always Hungry cannot be removed from any player only those Nega-Traits listed above. New Skills Most of these skills are either new or re-written versions of 2nd edition rules/fluff. Dirty Tackle (Agility Trait) A player can use this skill when an opposing player tries to dodge out of their tackle-zones. The opposing player must subtract 1 from their dice roll. If they fail their dodge roll and Re-roll it they must subtract 1 from their Re-rolled dodge as well. If a player falls over when dodging out of the tackle-zone of a player with this skill then you add +1 to the Av or Injury roll. Taunt (General Skill) The player is a master at winding up the opposition. He taunts and insults players constantly. When a player with Taunt is blocked or blitzed they may choose to use taunt even if knocked down, taunt means the attacker must always follow up if able to do so (take root would stop this).

Soft Lander (Agility Skill) If the player fails a Leap, GFI or Landing from a TTM attempt they may subtract 2 from either the armour roll or injury roll. This doesn't work with failed dodges or when being blocked/blitzed. Changes to existing skills Stand Firm (Strength Trait) Same rules as CRP except when this player Dodges and falls over they can make an agility roll with a +2 modifier, if they pass the roll then they do not fall over, instead they remain standing in the square they were dodging from. This is the end of that players action and they may no longer move, but it does not cause a turn over Sneaky Git (Agility Skill) A player with sneaky git adds a -1 modifier to the referee roll. So if the eye is on you then a roll of a 5+ will get you sent off. If the eye is on your opponent or neutral then you will only get sent off on a roll of a 8+. Sneaky Git also adds +1 to the injury roll when fouling. Kick-Off Return The skill works the same as it does in CRP except when Bad Kick is rolled on the Kick-Off Table a player with Kick-Off Return may move up to 6 squares instead of the normal 3. If the player with Kick-Off Return has a Ma lower than 6 they may only move up to their full movement allowance. Dauntless, Multi-Block and Horns These skill are all now the same as LRB4. Titchy Same as CRP except players with Titchy ignore the effects of Tackle when being blocked or blitzed by a player with that skill. Dirty Player When fouling with a player that has Dirty player you get +1 to the armour and +1 to the injury roll. Take Root It is the same as current rules except once a player has become rooted to the spot they roll 1D6 at the start of every subsequent turn, on a roll of a 6 they may attempt to move again as normal that turn, however they must still make another Take Root roll after declaring their action.

Ball and Chain Same rules as CRP for using the weapon etc -This is a list of all the Strength skills that the fanatic can have Mighty Blow, Grab, Guard, Stand Firm. If a fanatic has got all of these skills and gets another skill roll they can pick anything they want from the General skills pool; the TV increase is still 30k as if it is a double roll, but no double is required. Pro A player with Pro may re-roll any roll that player makes once a turn, other than Armour, Injury, Casualty, Direction, Distance and Scatter. To see if Pro works you still roll 1D6 and on a 4+ you are successful. Wild Animal Before performing an action you must roll 1D6, on a 2+ you player can perform as normal on a 1, you roll on the Wild Animal Table. When you fail your player does not lose their tackle-zones.
WILD ANIMAL TABLE D6 1-2 WILD ANIMAL EFFECT
Charge! - The Wild Animal runs in a random direction, roll 1D8 and use the D8 scatter template, the Wild Animal ignores all tackle-zones and moves their full Ma in the direction shown. They cannot move into an occupied square; in this occurrence they roll again using the D8 scatter template and they keep running until their Ma has been used up. If they run off the side of the pitch they can run back on using the throw in template as long as they have Ma left. If they end up off the pitch and have no Ma left then they are moved straight to the reserves box no Av or injury roll are required. Roar - The Wild Animal stands still and roars. Blind Rage - The Wild Animal goes crazy and smashes anything in his path. To move place the D8 template on the pitch and roll 1D8, move the Wild Animal one square then repeat until the player has no Ma remaining. If the player moves off the pitch move him back on using the Throw in Template unless the Wild Animal has no Ma left in which case move him straight to the reserves box. If the Wild Animal moves into an occupied square block the player that is in it working out assists as normal. Claw, Mighty Blow and Razor Sharp Claws are not optional skills so they must be used when rolling for Av and Inj, you cannot use Pilling On or the Frenzy skill when you have rolled Blind Rage on the Wild Animal Table.

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Mutations If a player chooses to have a Mutation they must first roll a D12 to see which mutation they are awarded by their Gods. If the player rolls a mutation which they already have they may roll again. 1 - Claw Stays the same 2 - Prehensile Tail Stays the same 3 - HornsStays the same 4 - Two Heads Stays the same 5 - Foul Appearance (combined FA and DP into one skill) 6 Very Long Legs A player with VLL gets +1 to leap rolls and gets +1 Ma, this cannot take the players Ma higher than 10

7 - Big Hand/Extra Arms (now one skill) The player gets +1Ag when catching and intercepting, they can also pick the ball up in any number of tackle-zones without modifiers. 8 - Tentacles When a player tries to dodge away from a player with tentacles both coaches roll 1D6, the dodging player adds their Strength to their score and the tentacles player adds their Toughness. If the Tentacles players score is higher then the player is trapped. 9 Colossal Girth The player gains a huge amount of weight; this increases their durability. It gives them +1St when being blitzed and -1 to injury rolls made against them, but it comes at the expense of mobility the player gets -MA. 10 Phasing This player can move through occupied squares on an agility roll with no modifier. This skill can only be used by a player or square once a turn. If they fail to phase they fall over in the square they started in which results in a turn over and you roll for their Av and injury as normal. The player must also roll 1D6 every time the ball is passed/handed off to them, on an Ag roll with a +1 modifier they can attempt to catch the ball, if they fail they phase out at the wrong time and the ball scatters. 11 Spiked Carapace The player grows a thick, spiked shell, and is very difficult to injure. The player gets a -1 modifier to any armour rolls made against them, but it comes at the expense of their agility -Ag. Spiked Carapace also cancels the effects of Claw. 12 Razor Sharp Claws The player gains the skill Stab

IMPROVEMENT VALUE TABLE +20,000 +30,000 +30,000 +40,000 +50,000 New skill Traits and Skills requiring a double roll +1 MA +1 AV +1Ag Removal of Nega-Trait, +1 ST 2D6 2-12 10 11 12

IMPROVEMENT TABLE RESULT New Skill + AV, +MA, +AG Nega-trait removal, +ST

WIZARD Wizard inducement 150k Each team has access to Fireball and Lightning and Zap and then 1 additional spell depending on the team you are using - if you are using the optional league rules. Fireball (Start or end of your turn only) all teams The Fireball spell has the same rules as CRP. Lightning (start or end of your turn only) all teams Same as LRB4 except what is in red The lightning bolt can only be used from the side or base line of the field. Use the template to show where the lightning bolt will go. It can only travel in a straight line from the sides or back of the pitch not diagonally. The lightning bolt has a range of 2 squares wide by 5 squares in length. To see if the lightning bolt hits roll 1D6 if you roll a 2 or higher then you have hit your target, if you roll 1 then you have missed and you need to roll for the next player along under the template. If you hit the first target then the lightning bolt travels no further. When a player is hit by the lightning bolt you roll 2D6 and roll below that players Av to see if it has broken their armour, the higher the Av of a player the easier it is to injure them. If you roll below their Av then you roll for injury with a +1 modifier. You do not roll for every player under the lightning bolt template, just the nearest one to the side of the pitch if you miss then you roll for the next closest. If two players are equidistant then you roll to hit them both. If you miss those players also then you move on to the player behind him and so on. If you miss all the targets under the template then nothing happens and our lightning bolt fizzles out. ZAP (Use at the start of your turn, or the start of your opponents) The zap spell may be used at any time in the game. A coach my nominate any player on the pitch and on a roll of a 4+ the spell hits, turning that player into a slimy toad! If you roll a 3 or less then the spell scatters the number of times rolled on the dice. So if you roll a 1 you miss and it scatters once. If you roll a 3 you miss and it scatters 3 times. If the spell ends up in the same square as a player it turns that player in to a toad. Replace the model on the pitch that is hit with the toad token or a model to represent it. The Toad 3 1 4 4 Dodge, Leap, Stunty, Titchy, No Hands If the player hit was carrying the ball their turn ends and the ball scatters. The toad may never pick the ball up and if they move into a square the ball is in the ball will scatter. Any injuries suffered by the toad are suffered by the player once they return to normal. Apothecary and Regeneration can be used as normal. The Toad does not lend assists or prevent an opponent from providing assists. The player remains a toad until a touchdown is scored or the drive ends.

WIZARD OPTIONAL LEAGUE RULES Almost all of these spells are a nod back to second edition, with revised rules so they make sense in the modern game. A few of them are not so subtle nods to other resources. But these are just for fun, and shouldnt be used in serious league play, but for the coaches that like a bit more chaos in their Bloodbowl enjoy! Meltdown (anytime in your own turn) Vampires, Chaos Dwarves, Chaos, Chaos Pact Choose a player on your team to sacrifice for the greater good. The Wizard casts the spell automatically and your players armour turns to molten lava and then explodes spewing melting steel and lava over all players in base contact with them. Your player dies and is moved to the dead box immediately and removed from the roster, no apothecary can save him and they cannot use Regeneration. The eruption of energy automatically knocks down all players in base contact with your player. Roll for Av and injury as if they have been hit with a player with Mighty Blow. The Great Foot! (Use at the start or end of your turn) Orc and Goblin On a roll of 4+ on 1D6 the spell is successful and hits where you have placed the template. Everyone under the template is placed prone and you then roll for Av and Injury with a +1 modifier as if those players have been hit with Mighty Blow. If you roll a 3 or less then the spell is miscast and the spell scatters using the D8 scatter template and moves 2D6 squares, the big toe square of the template is placed where the spell is scattered from and then all players under the template are hit and you must roll for their Av and Injury as if they have been hit by a player with Mighty Blow. You must decide where you want the spell to land and you can rotate the template but cannot flip it, after you have placed it where you would like to use the spell then work out if it is successful or scatters. If you use the spell in your own turn and you miss and end up stamping on your own players it does not cause a turn over unless you knock over your own player who is carrying the ball. If you use it in your opponents turn and you knock the ball carrier over then it is causes a turn over for them. Stream of Corruption (start of your turn only) - Nurgle Nominate a player on your team and this spell is cast from that point in any straight line you want (cannot go diagonally). The Spell-caster spews forth a stream of Nurgle infected filth in a straight line direction for 6 squares. Any models in those 6 squares are hit and knocked over on a D6 roll of 4+ on a 3 or less they dodge the stream of putrescence. Any players in the 12 adjacent squares to the Stream of Corruption are also hit on a 6+. Roll for Av and injury as normal for any players hit with the Stream of Corruption. Cloud Jump (anytime in your own turn) Pro Elves, High Elves This spell works automatically and gives a player of you choice the Leap skill for 1 turn and enables them to leap an extra square than the Leap skill normally allows. It also adds a +1 modifier to the Leap roll.

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Flying Fist (anytime in your turn) Norse, Human This spell gives you a free 1 dice block against any player you wish, the result cannot be re-rolled and the spell may only be used in your turn. If push-backs are rolled then you can choose to push the player you hit in any direction including into the crowd if the player is standing by the side of the pitch. Side Step and Stand Firm do not work against the flying Fist. Muscle Boost (the start of your turn only) Dwarf, Ogre This spell works automatically and gives your player +1 St and Strong Arm for the turn. Quagmire (end of your turn only) Lizardmen, Amazons, Slann Nominate any player on the pitch and their movement is halved for their next turn. Death Bringer - (end of your turn only) Undead, Necromantic A giant bone hand is summoned from clouds of black fog that encircle the playing field; the Necromancer directs the hand at a player of his desire. The skeletal hand reaches forth and gently touches the cowering player on the shoulder turning them into a zombie and then it is gone! The spell lasts for one turn; the selected player is turned into a rookie zombie until the end of their turn. Elemental Breeze (Use anytime) Wood Elves When a player attempts to Pass the ball this spell may be cast, it is used before the pass roll is made. It blows the ball back to the thrower who must attempt to catch the ball, if they fail then it causes a turn over. If they catch the ball their team can continue their turn as normal but it is the end of that players action. This spell cannot be used against throw team mate. Gravel Storm (at the end of your turn) Khemri No passes can be made in this turn, except Quick Passes and there is a -1 modifier on Catching. Pressure Pot (anytime) Halfling This spell can be used once. You can force your opponent to Re-roll any dice roll they make. Your opponent cannot then use a Re-roll after the spell has been cast on the same dice roll, what ever the result is after the spell is cast must be kept. Warpstone Meteor Shower (Start of your turn only) Skaven, Underworld Roll a D6 for every player on your team on a 6 your players mutate roll on the mutation table to see which mutations they get. On a 5 or less they get nothing. The mutation only lasts for 1 round of turns. Blood Frenzy (start of your turn only) Dark Elf On a 1D6 roll of 2+ every player on your team gains Frenzy for a turn on a roll of a 1 your Wizard fails.

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STAR PLAYERS Changes to existing star players Name Crazy Igor Team Vampire, Chaos Pact, Halfling, Wood Elf, Skills Loner, Dauntless, Regeneration, Thick Skull, Foul Appearance. Loner, Block, Mighty Blow, Stand Firm, Strong Arm, Thick Skull, Throw Team Mate Loner, Wrestle, Kick, Kick Off Return, Hail Mary Pass Loner, Ball and chain, Foul Appearance, No Hands, Secret Weapon Loner, Ball and Chain, Mighty Blow, No Hands, Secret Weapon, Stunty Loner, Catch, Dodge, Regeneration, Nerves of Steel Loner, Catch Diving Catch, Dodge, Sure Feet Cost 120k Ma 6 St 3 Ag 3 Av 8

Deeproot Strongbranch Dolfar Longstride Fezglitch

300k

10

Elf, High Elf, Wood Elf Skaven, Underworld Goblin

150k

180k

Fungus the Loon Humerus Carpal J Earlice

160k

Khemri

130k

Necromantic, Undead, Vampires Chaos, Chaos Pact, Nurgle Lizardmen, Slann

150k

Lewdgrip Whiparm Lottabottol

Loner, Pass, Strong Arm, Sure Hands, Tentacles, Foul Appearance, Loner, *Very Long Legs, Diving Tackle, Jump Up, Leap, Block, Shadowing, Pass Block Loner, Block, Mighty Blow Loner, Diving Catch, Leap, *Very Long Legs, Catch, Nerves of Steel, Dodge Loner, Block, Jump Up, Pass Block, Regeneration, Side-Step, Stab,

150k

250k

*8

Mighty Zug Quetzal Leap

Humans Lizardmen, Slann

210k 220k

4 *8

5 2

2 4

9 7

Sinnedbad

Undead, Khemri

160k

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Returning Star Players, these are old star players from 1st edition and on, updated for the new rules. Name Bilerot Vomitflesh Team Nurgle Skills Loner, Foul Appearance, Regeneration, Stand Firm, Regeneration, Colossal Girth* Loner, Block, Guard, Jump Up, Pass Block Loner, Stunty, Dodge, Sprint, Wrestle Loner, Dodge, Stunty, Right Stuff, Dirty Player, Sneaky Git, Cost 210k Ma 4* St 4 Ag 2 Av 9

Carthas Moonbeam Diegi Maratona Dirty Dan

Elf, High Elf

190k

Lizardmen, Slann Chaos Pact, Goblin, Ogre, Underworld Chaos Dwarves

140k 130k

7 6

3 2

3 3

7 7

Dodgee Gitface

Loner, Dodge, Taunt, Shadowing

180k

Dorjak Sureclaw

Chaos

Loner, Block, Claw, *Very Long Legs, Leap Loner, Stand Firm, Break Tackle, Mighty Blow, Thick Skull

220k

*6

Frank N Stein

Necromantic, Undead, Vampires Orc

240k

Greaser Geargrinder Hoshi Komi

Loner, Block, Stand Firm

230k

Humans, Norse, Amazon Khemri

Loner, Catch, Dodge, Side Step, Leap

190k

Khonsu

Skritter

Skaven

Loner, Nerves of Steel, Pass, Regeneration, Strong Arm, Sure Hands, Thick Skull Loner, Accurate, Pass, Strong Arm, Sure Hands Loner, Sure Hands, Sprint, Sure Feet, Thick Skull Loner, Block, Dodge, Taunt Loner, Catch, Dodge, Pro, Right Stuff, Stunty, Soft Lander

180k

170k

Quickstride

Dwarf

110k

Tuern Redvenom Warmglow Vindaloo

Dark Elf Halfling

220k 100k

6 5

4 2

4 4

8 6

* Star Players with Very Long Legs do not get an additional +1 Ma from VLL it is already included in their Ma shown, also players with Colossal Girth have already had their Ma reduced by 1 in the stat line shown.

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AMAZON TEAMS
Qty 0-16 0-2 0-4 0-2 0-1 Title Linewomen Throwers Catchers Blockers Ogress Cost 50,000 80,000 90,000 100,000 140,000 MA 6 6 8 6 5 ST 3 3 3 3 5 AG 3 3 3 3 2 AV 7 7 7 8 9 Skills
Dodge Accurate, Dodge, Pass Diving Catch, Nerves of Steel Dodge, Stand Firm Loner, Bone Head, Mighty Blow, Big Guy,

Talent G GP GA GS S

Re-roll counter: 50,000 gold pieces each.

CHAOS TEAMS
Qty 0-16 0-4 0-1 Title Beastmen Chaos Warriors Minotaur Cost 60,000 100,000 150,000 MA 6 5 5 ST 3 4 5 AG 3 3 2 AV 8 9 8 Skills
Horns None Horns, Mighty Blow, Frenzy, Loner, Thick Skull, Wild Animal, Big Guy

Talent GSM GSM SM

Re-roll counter: 60,000 gold pieces each

CHAOS DWARF TEAMS


Qty 0-16 0-6 0-2 0-1 Title Hobgoblins Chaos Dwarf Blockers Bull Centaurs Chaos Troll Cost 40,000 70,000 130,000 110,000 MA 6 4 6 4 ST 3 3 4 5 AG 3 2 2 1 AV 7 9 9 9 Skills
None Block, Tackle Sprint, Sure Feet, Thick Skull Regenerate, Mighty Blow, Throw Team Mate, Loner, Really Stupid, Always Hungry, Big guy

Talent G GS GS SM

Re-roll counter: 70,000 gold pieces each. Chaos Troll may take Mutations on a nondouble skill roll.

CHAOS PACT TEAMS


Qty 0-16 0-1 0-1 0-1 0-1 Title Marauders Skaven Renegade Dark Elf Renegade Goblin Renegade Chaos Troll Cost 50,000 50,000 70,000 40,000 110,000 MA 6 7 6 6 4 ST 3 3 3 2 5 AG 3 3 4 3 1 AV 8 7 8 7 9 Skills
None Animosity Animosity Dodge, Stunty, Right Stuff, Animosity Regenerate, Mighty Blow, Throw Team Mate, Loner, Really Stupid, Always Hungry, Big Guy Thick Skull, Mighty Blow, Throw Team Mate, Loner, Bonehead, Big Guy Horns, Mighty Blow, Frenzy, Thick Skull, Wild Animal, Loner, Big Guy

Talent GPSM GM GAM AM SM

0-1 0-1

Chaos Ogre Minotaur

140,000 150,000

5 5

5 5

2 2

9 8

SM SM

Re-roll counter: 70,000 gold pieces each. Big Guys may take mutations on a non double skill roll.

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DARK ELF TEAMS


Qty 0-16 0-2 0-2 0-4 0-2 Title Linemen Runners Assassins Blitzers Witch Elfs Cost 70,000 80,000 90,000 100,000 110,000 MA 6 7 6 7 7 ST 3 3 3 3 3 AG 4 4 4 4 4 AV 8 7 7 8 7 Skills
None Dump-Off Shadowing, Stab Block Dodge, Frenzy, Jump Up

Talent GA GAP GA GA GA

Re-roll counter: 50,000 gold pieces each

DWARF TEAMS
Qty 0-16 0-2 0-2 0-2 0-1 Title Blockers Blitzers Troll Slayers Runners Deathroller Cost 60,000 100,000 90,000 80,000 160,000 MA 4 5 5 6 4 ST 3 3 3 3 7 AG 2 3 2 3 1 AV 9 9 8 8 10 Skills
Thick Skull, Block, Thick Skull, Block, Tackle Thick Skull, Block, Frenzy, Dauntless Thick Skull ,Sure Hands Loner, Mighty Blow, Break Tackle, Stand Firm, Dirty Player, Juggernaut, Secret Weapon, No Hands, Big Guy

Talent GS GS GS GP S

Re-roll counter: 50,000 gold pieces each

ELF TEAMS.
Qty 0-16 0-4 0-2 0-2 Title Cost MA ST Linemen 60,000 6 3 Catchers 100,000 8 3 Blitzers 110,000 7 3 Throwers 70,000 6 3 Re-roll counter: 50,000 gold pieces each AG 4 4 4 4 AV 7 7 8 7 Skills
None Catch, Nerves of Steel Block, Side Step Pass

Talent GA GA GA GAP

GOBLIN TEAMS
Qty 0-16 0-1 0-1 0-1 0-1 0-2 Title Goblins Bombardier Looney Pogoer Fanatic Trolls Cost 40,000 60,000 60,000 70,000 90,000 110,000 MA 6 6 6 7 3 4 ST 2 2 2 2 7 5 AG 3 3 3 3 3 1 AV 7 7 7 7 7 9 Skills
Dodge, Right Stuff, Stunty Dodge, Stunty, Bombardier, Secret Weapon Stunty, Chainsaw, Secret Weapon Dodge, Very Long Legs, Stunty, Leap Ball & Chain, No Hands, Stunty, Secret Weapon Throw Team Mate, Loner, Regenerate, Mighty Blow, Really Stupid, Always Hungry, Big Guy

Talent A A A A S S

Re-roll counter: 60,000 gold pieces each.

HALFLING TEAMS
Qty 0-16 0-2 Title Halflings Treemen Cost 30,000 110,000 MA 5 2 ST 2 6 AG 3 1 AV 6 10 Skills
Dodge, Right Stuff, Stunty, Soft Lander Throw Team Mate, Stand Firm, Thick Skull, Mighty Blow, Strong Arm, Take Root, Big Guy

Talent A S

Re-roll counter: 60,000 gold pieces each. May include Master Chef on roster for 100K and induce a second one for 100k

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HIGH ELF TEAMS


Qty 0-16 0-2 0-4 0-2 Title Cost MA ST Linemen 70,000 6 3 Dragon Warriors 100,000 7 3 Lion Warriors 90,000 8 3 Phoenix Warriors 90,000 6 3 Re-roll counter: 50,000 gold pieces each AG 4 4 4 4 AV 8 8 7 8 Skills
None Block Catch Pass, Safe Throw

Talent GA GA GA GAP

HUMAN TEAMS
Qty 0-16 0-4 0-4 0-2 0-1 Title Linemen Catchers Blitzers Throwers Ogre Cost 50,000 70,000 80,000 70,000 140,000 MA 6 8 7 6 5 ST 3 2 3 3 5 AG 3 3 3 3 2 AV 8 7 8 8 9 Skills
None Dodge, Catch Block Sure Hands, Pass Loner, Thick Skull, Mighty Blow, Throw Team Mate, Bonehead, Big Guy

Talent G GA GS GP S

Re-roll counter: 50,000 gold pieces each.

KHEMRI TEAMS
Qty 0-16 0-2 0-2 0-4 Title Skeletons Blitz-Ra Thro-Ra Cost 40,000 90,000 70,000 MA 5 6 6 ST 3 3 3 AG 2 2 2 AV 7 8 7 Skills
Regenerate, Thick Skull Regenerate, Thick Skull, Block Regenerate, Thick Skull, Pass, Sure Hands Regenerate, Big Guy

Talent G GS GP S

Tomb Guardians 100,000 4 5 1 9 Re-roll counter: 70,000 gold pieces each. No Apothecary

LIZARDMAN TEAMS
Qty 0-16 0-6 0-1 Title Skinks Saurus Kroxigor Cost 60,000 80,000 140,000 MA 8 6 6 ST 2 4 5 AG 3 1 1 AV 7 9 9 Skills
Dodge, Stunty None Prehensile Tail, Mighty Blow, Thick Skull, Bonehead, Loner Big Guy

Talent A GS S

Re-roll counter: 60,000 gold pieces each

NECROMANTIC TEAMS
Qty 0-16 0-2 0-2 0-2 0-2 Title Zombies Werewolves Wights Ghouls Flesh Golems Cost 40,000 120,000 90,000 70,000 110,000 MA 4 8 6 7 4 ST 3 3 3 3 4 AG 2 3 3 3 2 AV 8 8 8 7 9 Skills
Regenerate Regenerate, Claw, Frenzy Regenerate, Block Dodge Stand Firm, Thick Skull, Regenerate

Talent G GA GS GA GS

Re-roll counter: 70,000 gold pieces each. No Apothecary. Free Necromancer: Raise the Dead.

16

NORSE TEAMS
Qty 0-12 0-2 0-2 0-2 0-1 Title Linemen Runners Berserkers Ulfwerener Snow Troll Cost 50,000 90,000 90,000 110,000 140,000 MA 6 7 6 6 5 ST 3 3 3 4 5 AG 3 3 3 2 1 AV 7 7 7 8 8 Skills
Block Block, Dauntless Block, Frenzy, Jump Up Frenzy Foul Appearance Claws, Frenzy, Wild Animal, Loner Big Guy

Talent G GAP GS GS S

Re-roll counter: 60,000 gold pieces each. Throwers have been dropped

NURGLE TEAMS
Qty 0-16 0-4 0-4 0-1 Title Rotters Pestigors Nurgle Warriors Beast of Nurgle Cost 40,000 80,000 110,000 140,000 MA 5 6 4 4 ST 3 3 4 5 AG 3 3 2 1 AV 8 8 9 9 Skills
Decay, Nurgles Rot Horns, Nurgles Rot, Regenerate Nurgles Rot, Regenerate, Foul Appearance Foul Appearance, Regenerate, , Mighty Blow, Really Stupid, Tentacles, Loner, Nurgles Rot Big Guy

Talent GM GSM GSM SM

Re-roll counter: 70,000 gold pieces each, No apothecary. Beast of Nurgle can now take Mutations on normal rolls

OGRE TEAMS
Qty 0-16 0-8 Title Snotlings Ogre Cost 20,000 140,000 MA 6 5 ST 1 5 AG 3 2 AV 5 9 Skills
Dodge, Stunty, Right Stuff, Titchy, Side Step Thick Skull, Mighty Blow, Throw Team Mate, Bonehead, Big Guy

Talent A S

Re-roll counter: 60,000 gold pieces each.

ORC TEAMS
Qty 0-16 0-4 0-2 0-4 0-4 0-1 Title Linemen Goblin Thrower Black Orcs Blitzers Troll Cost 50,000 40,000 70,000 80,000 80,000 110,000 MA 5 6 5 4 6 4 ST 3 2 3 4 3 5 AG 3 3 3 2 3 1 AV 9 7 8 9 9 9 Skills
None Dodge, Right Stuff, Stunty Pass, Sure Hands None Block Regenerate, Mighty Blow, Throw Team Mate, Loner, Really Stupid, Always Hungry, Big Guy

Talent G A GP GS GS S

Re-roll counter: 60,000 gold pieces each.

SKAVEN TEAMS
Qty 0-16 0-4 0-2 0-2 0-1 Title Linemen Gutter Runners Stormvermin Throwers Rat Ogre Cost 50,000 90,000 90,000 70,000 150,000 MA 7 9 7 7 6 ST 3 2 3 3 5 AG 3 4 3 3 2 AV 7 7 8 7 8 Skills
None Dodge Block Sure Hands, Pass Prehensile Tail, Mighty Blow, Frenzy, Loner, Wild Animal, Big Guy

Talent GM GAM GSM GPM SM

Re-roll counter: 60,000 gold pieces each. All players may take a mutation on a normal skill roll except Stormvermin and Gutter Runners that still need doubles.

17

SLANN TEAMS
Qty 0-16 0-4 0-4 0-1 Title Linemen Catchers Blitzers Kroxigor Cost 60,000 80,000 100,000 140,000 MA *6 *7 *7 6 ST 3 2 3 5 AG 3 4 3 1 AV 8 7 8 9 Skills
Leap, *Very Long Legs *Very Long Legs, Diving Catch, Leap *Very Long Legs, Jump Up, Leap, Diving Tackle Prehensile Tail, Mighty Blow, Thick Skull, Bonehead, Loner, Big Guy

Talent G GA GAS S

Re-roll counter: 50,000 gold pieces each The +1 Ma from Very Long Legs is included in the Ma listed in the roster

UNDEAD TEAMS
Qty 0-16 0-16 0-2 0-4 0-2 Title Skeletons Zombies Wights Ghouls Mummies Cost 40,000 40,000 90,000 70,000 120,000 MA 5 4 6 7 3 ST 3 3 3 3 5 AG 2 2 3 3 1 AV 7 8 8 7 9 Skills
Regenerate, Thick Skull Regenerate Regenerate, Block Dodge Regenerate, Mighty Blow, Big Guy

Talent G G GS GA S

Re-roll counter: 70,000 gold pieces each. No Apothecary. Free Necromancer: Raise the Dead.

UNDERWORLD TEAMS
Qty 0-16 0-2 0-2 0-2 0-1 Title Underworld Goblin Skaven Lineman Skaven Thrower Skaven Blitzer Warpstone Troll Cost 40,000 50,000 70,000 90,000 110,000 MA 6 7 7 7 4 ST 2 3 3 3 5 AG 3 3 3 3 1 AV 7 7 7 8 9 Skills
Dodge, Stunty, Right Stuff Animosity Animosity, Sure Hands, Pass Animosity, Block Regenerate, Mighty Blow, Throw Team Mate, Loner, Really Stupid, Always Hungry, Big Guy

Talent AM GM GPM GSM SM

Re-roll counter: 60,000 gold pieces each.

VAMPIRE TEAMS
Qty 0-16 0-6 Title Thralls Vampires Cost 40,000 110,000 MA 6 6 ST 3 4 AG 3 4 AV 7 8 Skills
Regenerate, Bloodlust, Hypnotic Gaze

Talent G GASP

Re-roll counter: 60,000 gold pieces each

WOOD ELF TEAMS


0-16 0-4 0-2 0-2 0-1 Title Linemen Catchers Throwers Wardancers Treeman Cost 70,000 90,000 90,000 120,000 120,000 MA 7 8 7 8 2 ST 3 2 3 3 6 AG 4 4 4 4 1 AV 7 7 7 7 10 Skills
None Dodge, Catch, Sprint Pass Block Dodge, Leap, Stand Firm, Thick Skull, Mighty Blow, Strong Arm, Take Root, Loner, Throw Team Mate, Big Guy

Talent GA GA GAP GA S

Re-roll counter: 50,000 gold pieces each

18

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