Death Zone - Season 1 (ENG)
Death Zone - Season 1 (ENG)
“Good afternoon, sports fans! Jim Johnson here, welcoming you to a brand new
season of Blood Bowl. Here’s Bob Bifford, to talk you through what’s in store.
Take it away, Bob!”
“Thanks, Jim. For starters, we’ve got a whole load of new teams
lining up to smash some skulls.”
“Or running away to avoid getting their skulls smashed,
by the looks of some of them.
“It’s like I’ve always said, Bob. Armour might be optional, but so’s breathing.”
“Speak for yourself, Jim. Those teams aren’t the only thing that’s new, though.
The league rules have been updated for the new season, so you can expect some
surprises over the coming weeks. And teams are going to be spoilt for choice,
with all the star players and coaching staff offering their services.
It’s an exciting time to be alive, Jim.”
“I’ll have to take your word for it, Bob! But enough chatter. Let’s play ball!”
CONTENTS
All-new Teams.............................................................3 Coaching Staff...........................................................38
Skaven Teams ........................................................4
Nurgle Teams ........................................................6 Exhibition Play..........................................................39
Dwarf Teams .........................................................8 Setting up an Exhibition Match ..........................39
Elven Union Teams .............................................10 Drafting Teams....................................................39
High Elf Teams....................................................12 Playing an Exhibition Match...............................39
Dark Elf Teams....................................................14
Wood Elf Teams ..................................................16 Hall of Fame..............................................................40
The Bright Crusaders 2472-2473 Squad ............40
New Official Rules ....................................................18 The Orcland Raiders 2489-2490 Squad .............42
Blood Bowl Leagues ............................................18
Getting Started ....................................................18 Official Reference Guide...........................................44
League Seasons....................................................18 Dark Elf Teams....................................................44
League Teams......................................................19 Dwarf Teams .......................................................44
Casualties.............................................................19 Elven Union Teams .............................................44
Star Player Points.................................................21 Human Teams .....................................................45
Playing League Matches......................................23 Nurgle Teams ......................................................45
Expensive Mistakes..............................................25 High Elf Teams....................................................45
Season’s End........................................................25 Orc Teams ...........................................................46
Play-offs ...............................................................26 Skaven Teams ......................................................46
Glittering Prizes...................................................26 Wood Elf Teams ..................................................46
Last Game ...........................................................26
Starting a New Season ........................................27 Star Player Summary ................................................47
Inducements in Detail .........................................28 League Roster Sheet..................................................48
Skills ..........................................................................30
© Copyright Games Workshop Limited 2016. Blood Bowl, Blood Bowl The Game of Fantasy Football,
Citadel, Games Workshop, GW and all associated logos, names, races, vehicles, weapons and characters are either
® or TM and/or © Games Workshop Limited. All Rights Reserved.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means electronic,
mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to
real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this
book is available from the British Library.
ISBN: 978-1-78572-580-7
But it was not to be, or not as the hidden masters planned at least. Hakflem Skuttlespike did indeed prove to be the
unsurpassed player it was hoped he would be, but he was also petty, jealous and vicious, even for a Skaven! He ensured
that no other player would be created to rival him, killing any Clan Rigens experiment or creation that looked like a
potential equal. What heights of victory the Skavenblight Scramblers and other teams in which Skuttlespike has played
might have scaled will probably go unseen, scuppered by the petty jealousies that so bedevil the entire species.
Rising from the foulest sewers of the land, the Skavenblight Scramblers are the world’s premier Skaven team. Three
times winners of the Blood Bowl, the team possesses a vicious mixture of the natural speed of the Skaven and the
brutal raw power of its Rat Ogres. It can only be a matter of time before the Scramblers reach the top again.
2442 The Skaven invest numerous chunks of warpstone into a minor team in Clan Rigens – the Scramblers. The
team immediately finds success (as well as numerous mutations), and the Scramblers become the top team
in Clan Rigens in a matter of months. They even finish as the Warpstone Bowl champions (an all-Skaven
tournament) – a title they hold for five consecutive years.
2461 After an exhibition game on the eve of the 2461 season between the NAF’s Potbelly Piemen and the now
Skavenblight Scramblers in the deepest pits of Skavenblight, the thoroughly beaten Halflings are sold into
slavery because they were unable to pay the suddenly introduced, “Warpstone tax for teams beaten by the
Scramblers on the eve of the new NAF season”. Without a team to replace the Piemen at such short notice, the
NAF duly award the newly vacated spot in the league to the Scramblers.
2493 The Scramblers hold aloft another record as they become the only team to win the Blood Bowl and the Chaos
Cup in the same year, and are promptly elected ‘Team of the Year’. Their success is attributed to the introduction
of a fearsome Rat Ogre into the team. Early experiments with these wild creatures had initially met with more
fatalities for the Scramblers than their opponents, but after selective breeding by Clan Moulder, the Rat Ogres
eventually understand the rudimentary concepts of the game. Rat Ogres have now become a regular feature on
most successful Skaven teams – many sporting mutations such as additional limbs or tentacles.
Now The Scramblers and fellow Skaven side, the Doomfire Warphunters, were due to play each other in the
opening game of the Blood Bowl tournament. However, the game was so highly anticipated by the Skaven
fans that many had to be turned back at the turnstiles. So the Skaven did what any self respecting mutated,
five foot tall rats would do… they dug underground to try to sneak into the stadium. When the opening
kick-off arrived, the ground underneath was so unstable that the entire pitch collapsed (inflicting 14
fatalities). The Warphunters suffered the worst of the damage, but even the Scramblers couldn’t put their
team back together in time for the Blood Bowl Championship.
Team Honours: Blood Bowl Winners 2477 (XVII), 2478 (XVIII), 2493 (XXXII); Chaos Cup Winners 2493;
Orcidas Team of the Year 2478, 2493
Hall of Fame: Tarsh Surehands, Breeet Braingulper, Rasta Tailspike
Spike! Magazine Rating: 146 points – it plummeted after the tunnelling disaster!
SKAVEN TEAMS
Qty Title Cost (gp) MA ST AG AV Skills Normal Double
0-16 Linemen 50,000 7 3 3 7 None G ASPM
0-2 Throwers 70,000 7 3 3 7 Pass, Sure Hands GP ASM
0-4 Gutter 80,000 9 2 4 7 Dodge, Weeping Dagger GA SPM
Runners
0-2 Blitzers 90,000 7 3 3 8 Block GS APM
0-1 Rat Ogre 150,000 6 5 2 8 Frenzy, Loner, Mighty S GAPM
Blow, Prehensile Tail,
Wild Animal
0-8 Re-roll counters 60,000 gold pieces each
NURGLE TEAMS FAMOUS NURGLE TEAMS
The Subterranean Slimeballs: This team came
The followers of Chaos have been involved in Blood Bowl together at the height of the Rotters’ popularity, and for
since the earliest days of the sport. Although most teams many years was seen as a cheap attempt to cash in on
started as a conglomerate of followers of all of the Chaos the better known team’s success. However, they soon
gods, it didn’t take long for teams to be more selective in revealed themselves to be arguably the better team, often
their choice of deity. Nurgle’s Rotters are the most famous using actual tactics and scoring touchdowns! Wherever
team devoted entirely to the god of decay, but they are they go, their small but loyal fanbase follows, cheering
far from the only one. They are fairly unique, however, each time team mascot/star Blocker Big Grotsy devours
in that they were an established Blood Bowl team before a player, or wannabe Thrower ‘Sickly’ Stefan pitches the
they pledged themselves to Nurgle. Most teams draw their ball upfield.
players from shadowy plague cults or wandering bands of
diseased prophets – in fact, nowadays, even the smallest Diseased Destroyers: The Destroyers have been around
cabal is likely to have an amateur team that heads to the almost as long as the Rotters, but have been hampered
local waste ground every weekend for a quick kickabout. by an especially virulent strain of the Rot which has
resulted in their players mutating into mindless piles of
On the field, Nurgle teams are a terrifying prospect to face. protoplasmic gloop extremely quickly. It’s not uncommon
What they lack in agility and coordination, they more than for all of the players on the Destroyers to end up this way
make up for with brute strength, a natural resilience to harm by the end of a match, which can make fielding a full team
and a whole playbook of stomach-churning tactics devised to in the next match rather difficult to say the least!
bring the other team to its knees. Though Nurgle teams defy
conventional definition (making the task of official almanac- The Plaguebearers: This is a new Nurgle team, and
scribes a nightmare), they tend to be made up predominantly although they are still often mistaken for the Rotters, they
of Rotters – players who have only recently contracted are now starting to carve a name out for themselves. This is
Nurgle’s Rot; Bloaters – players so swollen with disease, they helped in no small part by the antics of the Plaguebearers’
are walking hives of decay; Pestigors – Beastmen attracted to cheerleading squad, who have created an entertaining half-
the smell; and Rotspawn – players so blessed by the Plague time routine involving the squad members, a very large
God that they have devolved into hideously mutated beasts. cloud of flies and a home-made idol of Nurgle.
2402 The Nurgle’s Rotters team is formed from the diseased survivors of an outbreak of Nurgle’s Rot. The team
leaves a trail of destruction behind it before the NAF enforce a strict quarantine before, during and after every
match the Rotters take part in.
2468 The Rotters pull off an extraordinary and quite unexpected win against the much fancied Naggaroth
Nightwings. It transpired that the lodgings the Nightwings had taken during their training period before the
final was owned by a secret worshipper of the Chaos god Nurgle. When the time came for the match, several
Nightwings players had already been infected with the Rot and mutated into horrific, slug-like beasts at the
half-time break. After the ensuing pitched battle, only six Nightwings players were able to take to the field.
2480 The Rotters lose Blood Bowl XX against the young Elfheim Eagles team. How the Eagles pulled off the
win is by no means certain as investigations were hampered by the fact that investigators kept dying after
interviewing the relevant Rotters players. However, rumours persist of widespread use of Elven high magic,
animated grass, a huge vat of antiseptic and a team of covert apothecaries.
2488 The collapse of the NAF leaves the Rotters with a sparse fixture list and, surprisingly quickly, they begin to fall
apart. The decimated team departed to take part in a match against the Arctic Cragspiders at the end of 2488,
but never made it across the desolate and frozen iceflows to the Cragspiders home stadium in the far north.
Present The crew of a fishing vessel discover the frozen body of one of the Rotters from 2488. The fishing crew foolishly
take the body on board, where it defrosts and quickly infests the crew with the Rot. By the time the ship arrived
at its home port, the crew had become the new Nurgle’s Rotters, including Tiddles, the ship’s cat, who had been
transformed into a spawn of Nurgle. Although not back to Blood Bowl winning form, the Rotters are going from
strength to strength, and it can only be a matter of time before they win another major championship.
Team Honours: Most Virulent Newcomers 2436; Borak’s Choice Award 2468; Blood Bowl Winners 2468 (VIII)
Hall of Fame: Ivan Bouldercrusher, ‘Smelly’ Pete, Goran ‘the Tentacle’ Svengard, Tiddles (ex-ship’s cat, now a Rotspawn).
Spike! Magazine Rating: 198 points
NURGLE TEAMS
Qty Title Cost (gp) MA ST AG AV Skills Normal Double
0-16 Rotters 40,000 5 3 3 8 Decay, Nurgle’s Rot GM ASP
0-4 Pestigors 80,000 6 3 3 8 Horns, Nurgle’s Rot, GSM AP
Regeneration
0-4 Bloaters 110,000 4 4 2 9 Disturbing Presence, Foul GSM AP
Appearance, Nurgle’s Rot,
Regeneration
0-1 Rotspawn 140,000 4 5 1 9 Disturbing Presence, S GAPM
Foul Appearance, Loner,
Mighty Blow, Nurgle’s
Rot, Really Stupid,
Regeneration, Tentacles
0-8 Re-roll counters 70,000 gold pieces each
DWARF TEAMS FAMOUS DWARF TEAMS
Dwarf Warhammerers: Arch-rivals of the Dwarf Giants,
Dwarfs were one of the very first races to play Blood Bowl and the Warhammerers insist on breaking the rules in the
many Dwarf teams can trace their history to the early years most obvious and flamboyant ways possible. Their exploits
of the game. Dwarfs tend to use a running game, grinding include mining under the opposing team’s dugout and
their opponents into the ground as they go and working on blowing it up at half-time, using a hot air balloon to get
the principle of high casualty rates opening up the game. past their opponent’s front line, and using, not one, but 11
Weakness both with and against the passing game has been Dwarf Deathrollers on the same play!
a feature of the Dwarf playbook for many centuries. There
are, however, so many Dwarf teams around that it is possible The Grudge Bearers: This team was formed in 2492
to find one to suit any taste. One Dwarf team, Durum’s from members of the Dwarf Scribes and Book-keepers
Destroyers, have even built up a good passing game, thanks to Guild who had become fed-up with writing about the game
the inspired leadership of Bran ‘Long Bomb’ lronson. and wanted to take part. All of the years hunched over
books and manuscripts paid off and the Grudge Bearers
It is, however, the Dwarfs’ reputation for flamboyant quickly become famous for their intricate and well-planned
illegality that makes them such a big hit with the fans. plays, as well as never forgetting an insult or dirty trick
Since it was a Dwarf, now immortalised by the name Roze- carried out by an opponent, of course!
El, who first discovered Nuffle’s sacred laws and brought
the game into being, most Dwarf teams believe they have a Zhufbar Amateur Eleven: The Dwarf Guild of Engineers
lasting right to alter the laws as they choose. is rumoured to have a secret brotherhood devoted solely to
the more creatively destructive side of Blood Bowl. Whatever
The Dwarf Warhammerers, for example, frequently bend the truth, the formidable weapons of war that are brought
the rules of the game, and then claim Roze-El authorised to bear by such teams as the Zhufbar Amateur Eleven are
their illicit amendments. enough to make even the most hardy opponent think twice.
In retrospect, it’s difficult to believe that it took as long as it did for a Slayer to take to the Blood Bowl pitch. Where
better to seek a glorious death than in an arena surrounded by baying fans, where a team of hulking brutes are doing
their very best to break your bones? The Blades were a particularly well-suited team, one of the few non-Orc teams in
the Thunder Valley League, and Ironjaw regularly came face to face with snarling Trolls and fearsome Black Orcs. As
news spread of his prowess, ever more Slayers began to seek out the game, resulting in the current state of play where
most Dwarf teams boast one or two of these doom-crazed maniacs.
Following a successful first season, Ironjaw spent several years moving from team to team, always striving to move up in
the league rankings. After all, as he saw it, the most glorious death to be found on the pitch must surely be at the Blood
Bowl itself, facing off against one of the NAF’s most accomplished teams. In the years since he has yet to compete in the
fabled tournament, but with each passing season, his chances are greater and his legend grows ever more impressive.
Who knows – maybe this is his year!
The Giants are an old team with a very long and distinguished history. They were one of Roze-El’s original Blood
Bowl sects, and they have been present for every major development in the game’s history. In more recent times,
thanks to the motivation of team owner and patron King Durinsgold, they have consolidated their talents and re-
launched themselves into the fully modernised, up-to-the-minute, high-tech Blood Bowl game of today.
2381 When they realise their religion is getting in the way of having a good time, the Illuminated Seers of the Sacred
Orb of Nuffle change their name, update their rather stuffy image, and become the Dwarf Giants. Retiring
captain Varak Varaksson becomes head coach, and sets about instituting a ruthless retraining program.
2400 After numerous modest successes, the Giants’ good fortunes reach a peak when they end the season as league
champions. However, a long and bloody underground war against various Orc and Goblin armies by Argvak
Pentel begins soon after, and the entire team are drafted. When the war ends – thirty-six years later – the team
is all but forgotten. However, thanks to some serious determination from new coach Karrag (Varaksson died
heroically in the war), the team are soon ready for action again, winning the NFC league championship in 2438.
Now In more modern times, the Giants have consolidated their skills with typical Dwarf patience. Under the tuition of
youthful new coach Wolfric, and the inspired (and some would say quite crazy) captaincy of Grimwold Grimbreath
(‘the Helmsmasher’!), the team are regularly setting new records for fatalities and touchdowns alike.
Team Honours: Blood Bowl Winners 2462 (II), 2484 (XXIV); Orcidas Team of the Year 2484
Hall of Fame: Durgul ‘the Killer’ Hilliman, Coach Farakhan Karrag, Varak Varaksson
Spike! Magazine Rating: 289 points
DWARF TEAMS
Qty Title Cost (gp) MA ST AG AV Skills Normal Double
0-16 Blockers 70,000 4 3 2 9 Block, Tackle, Thick Skull GS AP
0-2 Runners 80,000 6 3 3 8 Sure Hands, Thick Skull GP AS
0-2 Blitzers 80,000 5 3 3 9 Block, Thick Skull GS AP
0-2 Troll Slayers 90,000 5 3 2 8 Block, Dauntless, Frenzy, GS AP
Thick Skull
0-1 Deathroller 160,000 4 7 1 10 Break Tackle, Dirty Player, S GAP
Juggernaut, Loner,
Mighty Blow, No Hands,
Secret Weapon,
Stand Firm
0-8 Re-roll counters 50,000 gold pieces each
Throughout his long career, Eldril Sidewinder has featured in the line-ups of many different Elf teams, many long
forgotten, others riding high in the leagues. He has played for such teams as the Caledor Dragons, the Codillian
Clarions, the Laurelorn Paladins and the Athelorn Avengers, and has even played for Dark Elf teams, including the
Ashbane Vendettas and the Darkside Cowboys. Following the appearance of the so-called Elven Union teams, he was
offered the captaincy of several newly-formed outfits, in particular the Sea Elf team, the Unsettled Sea.
As of 2493, Eldril Sidewinder holds numerous records and continues to go from strength to strength, beguiling opposing
players as well as their fans. He once performed such a stunning wardance right into the End Zone that 100,000 rowdy
Greenboyz fans were reduced to tears of wonder – a spectacle not seen before or since.
When the Elven Union initially came about, its first few teams struggled to stay afloat. Even though their players rejected
the opulent ways of their old teams, old habits die hard, and more than one team was scuppered when its players decided
en masse that they simply had to have new designer haircuts. The Eagles were born out of two such teams. Spearheading
a new, business-focussed direction for the Union, they eschewed fancy outfits and extravagant parties in favour of drills,
training sessions and even more drills. Although the fans disapproved at first, the results of their dedication soon began to
show on the pitch. In 2480 they edged out Nurgle’s Rotters to win Blood Bowl XX, an achievement that even the High Elf
teams had to acknowledge. Today, they are deservedly held as one of the finest passing play teams in the Old World.
2468 One tale of the origins of the Eagles claims they were formed when the struggling Dar-Ellerath Beechtrees and
the Ashvale Valar are bought out and merged in a clever business move brokered by the half-Elven entrepreneur
Valahar Galantë (the standing joke is that his mother was an Elf and his father was a Cost Accountant).
2471 Scandal breaks out after Orcidas take over sponsorship of the Chaos Cup – one of their conditions being
that all Elf teams are immediately excluded from the competition. After a petition is signed by thousands of
outraged Chaos and Orc fans, livid at the thought of not seeing Elf teams getting a good kicking that season,
Orcidas are over-ruled. Outraged, they pass up the chance to renew their sponsorship in the following season,
but the damage is done and the Eagles vow never to play in the Chaos Cup again.
2480 When the Eagles make it through to the finals of Blood Bowl XX, Elves across the land bet on the team
to win despite spectacular odds against them. Incredibly, they manage to beat Nurgle’s Rotters without
taking a single fatality, and betting agencies are bankrupted left, right and centre. An investigation into this
suspiciously fortuitous win is still ongoing, in particular regarding the stories of a vat of antiseptic ointment
being delivered to the stadium hours before kick-off.
2488 The investigation didn’t slow the Eagles’ rise, as evidenced by their winning streak. Team captain Valen Swift
proved to be as charismatic and skilled a leader as his brother Lucien, captain of the Galadrieth Gladiators,
and continued building a strong team. The Eagles become known not just for their impressive plays, but for
their willingness to get their hands dirty when they need to.
Now The Eagles are going from strength to strength, and are fighting to outshine the High Elf teams that many of
its players originated from. Of course, the eventual aim is a Blood Bowl trophy, but in the meantime they’re
content to work on their game, promote their brand and push their increasingly popular merchandise.
Team Honours: Most Promising Newcomers 2469, Blood Bowl Winners 2480 (XX), Spike! Magazine Charisma Cup
(V. Swift) 2483, Spike! Open 2486,
Hall of Fame: Valen Swift, Soaren Hightower, Fennel Tallelm
Spike! Magazine Rating: 278 points
The sight of the flower of High Elf youth arrayed in Blood Bowl armour so horrified their parents that the matter came
to a head. The mothers and fathers of the noble players threatened to disown their wayward children if they played but
one game, unless that game was played against a rival team of equal social standing, a demand to which the Dragon
Princes, as the team had named itself, acquiesced, albeit grudgingly. It was a cunning ruse indeed, for their parents had
calculated that no such equals existed who would sully themselves by playing Blood Bowl, and so the Dragon Princes
were disbanded almost as soon as they had been founded.
Though he was once again a lone figure of rebellion, his friends having taken up other fashionable pursuits less likely to
ruin their delicate features, Moranion was determined to pursue the sport. He eventually signed up (in fact he bought
up) the Caledor Dragons, and to the surprise of the fans and the chagrin of his noble parents proved a highly capable
player indeed, taking the Caledor Dragons to numerous memorable victories.
The Galadrieth Gladiators have made a name for themselves as being a High Elf team that tends to eschew passing
plays in favour of running the ball up the field. They even managed to make it through the 2471 season with not a
single completion to their name! Led by the legendary Lucien Swift, they went from strength to strength throughout
the 70s and 80s, but struggled to stay afloat following the collapse of the NAF. Somehow, they managed to find
financial backing, but the demands made by their princely patrons have taken a toll on the team. If they hope to win
another trophy, they might need to find another way to fund their game.
2468 The Dar-Ellerath Beechtrees and the Ashvale Valar are purchased by Valahar Galantë and amalgamated into
the Elfheim Eagles. Galantë seems keen to keep only the youngest and freshest-faced players, so the Gladiators
eagerly snap up several veteran players to add to their roster. The following three seasons are generally held as
the high point of the team’s career.
2470 The Gladiators take on the Gouged Eye at Blood Bowl X, having seen off the Middenheim Marauders in the
semi-finals with a close-fought 2-1 victory. Although the post-match party goes down in history as one of the
most extravagant ever seen, the team are too busy seeing apothecaries and remedial hairstylists to make an
appearance themselves.
2489 The collapse of the NAF has hit the Gladiators where it hurts – right in the petty cash! Without big-league
backing, the players are forced to fund themselves. Hot spring saunas, chimera skin kitbags and private
teleportation spells become a thing of the past, and the team becomes increasingly desperate. After a big money
sponsorship deal falls through (and the team is roundly mocked by fans and sports media alike the first and only
time they enter a stadium as the McMurty’s Big Murt Gladiators), they are bailed out by a consortium of Elf
princes. Eager to get back to the lifestyle to which they are accustomed, the Gladiators don’t bother to check the
fine print, and unwittingly give their backers the all-clear to their way into the starting line-up.
Now The Gladiators still have their share of fans, thanks to the constant stream of advertising campaigns and pledge
rallies organised by the Court of the Eagle, but most Blood Bowl spectators agree that the glory days are over.
Many of the old star players have moved on, leaving behind a team made up mostly of privileged princelings.
Things were compounded when Lucien Swift retired, leaving the team without strong leadership, but thanks
to almost unlimited funding, it can only be a matter of time before a suitable replacement is found.
Team Honours: Blood Bowl Winners 2470 (X), Most Aesthetic Pass 2483, Best Post-match Party 2470, Heaviest
Match Programme 2471, Elf Lord’s Commendation for most Spectacular Offensive Magic 2489
Hall of Fame: Lucien ‘the Silver Bullet’ Swift, Pierrot Rainforest, Tharion the Bright
Spike! Magazine Rating: 135 points
As one of the Darkside Cowboys’ most successful players, Roxanna makes such a show of spilling the blood of her foes
that it is rare indeed when she does not end a match with her skin slick with the blood of fallen opponents. And the
fans love it, especially the cruel-hearted Dark Elves and other, equally mean-spirited types. Some however claim that
Roxanna uses her status and role as a means of retaining her youthful features and soft, pale skin, and indeed several
cosmetics brands have sought to sponsor her in order to be associated with such a starkly beautiful player. Others
whisper that as a Witch Elf, Roxanna is compelled to bathe in the blood of her enemies lest she age and wither into a
stooped crone – none to have voiced such a suspicion have lived to repeat it.
The twisted, degenerate Dark Elf race is infamous for its worship of weird and deviant violence, and Blood Bowl fits
into their religious beliefs very well indeed. The Cowboys are a cruel, ultra-violent team, and consequently do very
well at the game. The combination of high intelligence, natural grace, degenerate violence and hatred of all living
things has helped them to the top several times.
2422 The Old World first learns of the existence of the Darkside Cowboys when the Halfling Pinkfoot Panthers
visit them for a friendly match and don’t return!
2438 Several teams threaten to boycott the Cowboys when they apply to join the official NAF league, but the pale-
skinned assassins are admitted anyway. Instantly, sordid revelations start to appear about their peculiar habits,
such as using small trussed-up Troglodytes as balls to save wear on expensive imported squigskins. These
rumours only seem to heighten the Cowboys’ mystique with thrill-starved fans.
2461 The Cowboys play in the very first Blood Bowl, beating the Chaos All-Stars in a very sloppy game (literally –
the Cowboys used illegal magic to turn most of the All-Stars’ front row into slugs!).
2473 The Cowboys nearly disband after the infamous match against the Kishago Werebears – which lasted for 19
days before being abandoned at 2-2 on the death of the last player on either side. New NAF rules limiting the
time of games come too late to save the Werebears, but the Cowboys manage to reform and rebuild their team
under the skilled leadership of Jeremiah Kool. Their drive culminated in glory when they win Blood Bowl
XXI, during which Kool set their unbroken passing record.
Now Although Kool retired in 2487, his place was more than filled by Hubris Rakarth, the latest in a long line of
glamorous Darkside players. In their first season, team captain Hubris earned immortal fame by leading the
Cowboys all the way to the Blood Bowl Championships that were to prove to be the last organised by the old
NAF league. While the match was in progress, the NAF commissioner disappeared, along with the entire NAF
treasury and most of the Cowboys cheerleaders! The Cowboys recovered from their loss very quickly – the NAF,
unfortunately, did not and went into receivership before the next Blood Bowl Championships were held.
Team Honours: Blood Bowl Winners 2461 (I), 2481 (XXI), 2488 (XXVIII), Orcidas Team of the Year 2481
Hall of Fame: Rokudan Fey, Jeremiah ‘Flashing Blade’ Kool
Spike! Magazine Team Rating: 294 points
The Avengers have had a varied and interesting career, but have come to prominence since the mid 80s. Between the
collapse of the NAF and their successful drafting of a number of promising new players, they began to build a head of
steam that resulted in victory at Blood Bowl XXXVI. The archetypal Wood Elf team, they are as graceful as they are
stylish, effortlessly evading clumsy blocks and flashing perfect smiles as they dance around infuriated opponents. They
have become increasingly well-known for their complex passing plays, the ball changing hands so often that the other team
usually gives up trying to keep track of it and instead concentrates on breaking the Avengers’ famously brittle bones.
2429 The Athelorn Avengers make their debut in the Elven Kingdoms league, winning their first few games. It’s all
looking good for the newcomers until they take to the field against the Darkside Cowboys. After forty-three
increasingly foul-fuelled minutes, the Avengers are forced to concede, having lost over half of their starting
line-up to what the press release later calls “career-limiting injuries”. They swear vengeance, and one of Blood
Bowl’s most famous rivalries is born.
2472 The Avengers start to get noticed in the NAF league, but consistently find themselves in the same division
as their bitter Dark Elf rivals. The Darkside Cowboys realise that their presence is just about the only thing
that can shake the Avengers’ otherwise limitless confidence, and are quick to inform their fans. The Avengers
suffer a number of embarrassing losses when Cowboys fans start turning up to their games to jeer, chant and
generally be as much of a nuisance as possible.
2491 The Firebrand Ingots set a new record for Most Interceptions in a Single Game while facing off against the
Avengers, thanks to a devious ploy involving powerful magnets and a tampered ball. Head coach Hothriss
lodges a complaint, but it falls on deaf ears and the record stands. The Ingots are later bankrupted when their
home stadium is taken over by a grove of several hundred tanglethorn trees. Team owner Caesyn Dyn-Athron
declines to comment, suggesting only that he could recommend a number of highly qualified horticulturalists.
Now After a lot of time spent in training, and even more time spent having open and honest discussions with a series
of incredibly well-paid counsellors, the Avengers seem to have defeated their hang-ups regarding the Darkside
Cowboys. They’re unlikely to be sharing a drink any time soon, but they’ve faced each other across the line of
scrimmage several times now without the Wood Elves going to pieces. Fans are hoping that this was all that
was holding them back, and that they can now make a push for the trophy they deserve.
Team Honours: Most Improved Hairstylist 2392, Spike! Magazine’s Most Punctured Player Award 2465
Hall of Fame: Jordell Freshbreeze, Jem Goldstar, Luarn Proudbow
Spike! Magazine Rating: 142 points
BLOOD BOWL LEAGUES It is quite rare for a Blood Bowl team to own a stadium. Most
“What’s this, Jim? New league regulations too?” belong to the Colleges of Magic or are run by the nearest city
“That’s right, Bob, how else could we work out which team is or town, but there are a few wealthy landowners with private
the best of them all?” stadiums on their estates. As a result, teams aren’t tied to one
“Well, Jim, back in my day we kept going ’til all the teams but place, and tend to spend most of their time travelling from
one were dead!” stadium to stadium, and playing matches against any teams
“Indeed, Bob, and I think you’ll find that clause still exists in that cross their path.
the Great Book of Regulations, but there’s a few other things
to learn first…” The League rules are designed to recreate this slightly anarchic
system, keeping the structure light and (for the most part)
Any experienced Blood Bowl coach will tell you that while putting coaches in charge of setting up their own matches.
one-off games may be fun, running a team over the course
of a series of games is far more exciting. Not only do you
have to worry about the tactics that your team will use in HOW LEAGUES WORK
a single game, but you can also watch your team develop To play a league, you will need at least four teams. At the start
and grow into a real powerhouse to rival even the mighty of the league, each coach needs to create a league team as
Reikland Reavers or the Gouged Eye. Joining a league can described on page 19. The league plays out over a number of
be quite a commitment, and involves learning a few more seasons, during which each team will play each other team at
rules, but the glory of leading your team through a long least once. At the end of each season is a short Tournament,
season to the Blood Bowl final is well worth the effort! consisting of two semi-finals and a final, at the end of which
one team will emerge victorious! A new season can then begin
GETTING STARTED (after a period of out-of-game downtime), giving new teams
In order to set up the league, the first thing you need to do a chance to join the league and letting coaches step down if
is appoint a League Commissioner. An ideal Commissioner they wish to take a break. After the season break, coaches will
should be a highly organised individual with a flawless grasp need to reassemble their teams, coaxing their most successful
of the Blood Bowl rules and the ability to herd cats, but players back with stacks of gold and promises of fame and
anyone enthusiastic and dedicated enough to get a league glory, then rounding out the numbers with a few rookies.
up and running probably stands a good chance of keeping
it trundling along. The Commissioner has the responsibility DIVISIONS
of making sure that the league runs smoothly, and, most If the league contains eight or more teams, the Commissioner
importantly, organising any tournaments that are played. should divide them into divisions. Each division should
Some Commissioners like to keep a central database of contain as equal a number of teams as possible, but a division
teams to keep track of how well everyone is doing, and some should have no fewer than four teams and no more than eight.
even write regular newsletters featuring match reports, The larger the divisions are, the longer a season will take. The
league tables and anything else they can think of! There’s teams can be split however the Commissioner decides, but
nothing stopping the Commissioner from taking part in the drawing team names out of an upturned Blood Bowl helmet
league, just so long as they don’t abuse their power. (or similar receptacle) is most traditional. Once the divisions
have been split, the season can begin!
There are many different ways to run a league, with the
one presented here being just one example. It is up to the LEAGUE SEASONS
Commissioner to decide how to run their league, and they There are two types of game a team can play during a
are free to change or modify any of the Blood Bowl rules as league: competition games and friendlies. The difference
they see fit. A sensible Commissioner will discuss any potential between the two is described in more detail later, but
changes with their coaches beforehand, so that everyone broadly, competition games affect the league stats, while
involved knows what they’re getting into, but at the end of the friendlies exist mainly to make some gold and increase
day, the Commissioner’s word is law! It’s not easy running a your team’s reputation – and to give you an excuse to play
league, and ultimate power is one of the few perks of the job. more Blood Bowl!
PLAYING A SEASON
BOB’S LOCKER ROOM BANTER
During a season, each team must play two competition
High Elf teams are famous for demanding kit changes
games against each other team in their division. They can
at every opportunity. I once faced an overseas
play as many friendlies as they like against teams from
team that had to leave half their players
their own division, from another division, or even (at the
at home so they could fit enough outfits on
Commissioner’s discretion) against teams that aren’t part
the ship.
of the league. As an aside, this is a great way to recruit
new players. Get someone playing a few friendlies and you
might find they want to join your league next season!
TREASURY
It is recommended that you set a time limit for each season. Each coach starts with a Treasury of 1,000,000 gold pieces
This is up to the Commissioner, of course, but it prevents the with which to draft their team. If a coach does not spend
league stalling because two players can’t seem to get their their full Treasury, they should note down any remainder
schedules to line up. A good rule of thumb for deciding a in the Treasury box of their roster. These gold pieces go
time limit is to assume that each team can play two games into the coffers, ready to be spent later in the league.
in a week. A league with a single division of six players
would have a season consisting of ten matches per team (two TEAM VALUE
against each of the other teams), so would last for five weeks. In leagues, the ‘value’ of a team affects whether it receives
Any competition games that have not been played by the end inducements for playing a match (see page 23) and how many
of the time limit count as a loss for both teams. If a coach Special Play cards will be drawn (see page 23). The value of
is thought to be gaming the system, and avoiding games a team (‘Team Value’, or TV) is worked out by adding up
that they know they’re going to lose just to prevent their the value of the players that will play for the team in its next
opponent from getting a win, the League Commissioner has match, including extra value from improvements, to the
our permission to fine the no-good cheaters and dock their cost of coaching staff, team re-rolls, and Fan Factor. Record
League points – at the very least! the value of your team in the appropriate space on the team
roster. Note that gold in the Treasury and players missing the
Once all of the season’s games have been played (or the time game due to an injury do not count towards the Team Value.
limit has been reached), the season ends in spectacular fashion
with the Play-offs (see page 26). Then there is a period of CASUALTIES
Downtime (see page 26), followed by the start of a new season. Blood Bowl is a rough and dangerous sport, and players
are often injured or killed while playing the game. Many
LEAGUE TEAMS Blood Bowl players sport scars from old injuries, while
DRAFTING YOUR TEAMS some have lost eyes, ears, noses and even whole limbs!
Each coach taking part in a league must create a team, Although most injuries can be recovered from given a bit
following the rules on page 22 of the Blood Bowl rulebook. of time, some are so serious that they can permanently
They can also add coaching staff to their team, as detailed affect a player. In one-off games this is not important – all
on page 38 of this book. Coaches can choose from any of the you need to know is that the player is off the pitch for the
team lists available: the Orcs and Humans in the rulebook, rest of the game, but in a league, it is vital to know exactly
the seven teams included in this book, or any other teams what type of injury a player has suffered. This is where the
that are made available in future supplements. If the League Casualty table on page 20 comes in.
Commissioner wishes to include other teams, for example by
porting them across from previous editions of Blood Bowl, If you roll a ‘10-12 – Casualty’ on the Injury table, roll on
they are welcome to do so. the Casualty table once the player has been moved to the
Dead & Injured box of their Dugout. To roll on the Casualty
For league play, you should use the team roster presented table, roll a D6 and a D8. Treat the D6 result as ‘tens’ and
on page 48 instead of the one found in the Blood Bowl the D8 as ‘units’. For example, if you score a 3 on the D6
rulebook. This lets you track all of the information which is and a 7 on the D8, the result would be 37. Then look up the
pertinent to your league. result on the table on page 20.
Teams created for a league cannot include Star Players; The table lists exactly what has happened to the player, and
during league play they do not join teams on a permanent describes any special effects the injury may have. The majority
basis, preferring to rake in inordinate amounts of cash by of the results simply cause the player to miss the next match,
acting as free agents. You’ll still be able to hire them on a though some have more long-lasting effects, as described below
game-by-game basis through inducements. the table on page 20.
CASUALTY TABLE
D68 Result Effect
11-38 Badly Hurt None
41 Broken Ribs Miss Next Game
42 Groin Strain Miss Next Game
43 Gouged Eye Miss Next Game
44 Broken Jaw Miss Next Game
45 Fractured Arm Miss Next Game
46 Fractured Leg Miss Next Game
47 Smashed Hand Miss Next Game
48 Pinched Nerve Miss Next Game
51 Damaged Back Niggling Injury
52 Smashed Knee Niggling Injury
53 Smashed Hip -1 MA
54 Smashed Ankle -1 MA
55 Serious Concussion -1 AV
56 Fractured Skull -1 AV
57 Broken Neck -1 AG
58 Smashed Collar Bone -1 ST
61-68 Dead! Dead!
Miss Next Game: The opposing coach puts a tick in that player’s Miss Next Game column on the team roster. The
player cannot take part in the next match. Remove the tick at the end of the next match.
Niggling Injury: Miss next game as above. In addition, the opposing coach writes an ‘N’ in the Injuries box on the
team roster. Each Niggling Injury adds 1 to any subsequent Injury rolls made against this player.
-1 MA, ST, AG, and AV: Miss next game as above. In addition, the opposing coach records the characteristic
change on the team roster. No characteristic may be reduced by more than 2 points, or below a value of 1. Any
injuries that could reduce it further are ignored (the player must still miss the next game).
Dead! The opposing coach removes the player from their roster. They won’t be playing Blood Bowl any more unless
an Undead team is hiring!
STAR PLAYER POINTS Casualty (CAS): If a player blocks or is blocked by an
Players are able to earn Star Player points (SPPs) in opponent, and subsequently causes a roll on the Injury table
Competition Matches. These are earned for scoring for that opponent which results in a Casualty, they earn
touchdowns, making complete passes, making 2 Star Player points. Casualties inflicted in any other way
interceptions, killing or injuring opposing players, and for (including fouls, injuries inflicted by the crowd, chainsaws,
earning Most Valuable Player awards. Once a player has bombs, or the Stab skill) do not count for Star Player points.
earned enough Star Player points, they become entitled to
an improvement and may roll on the Improvement table. Most Valuable Player (MVP): At the end of the match,
Players who survive long enough will progress to become each coach nominates three players from their team and
Legendary Players, with special characteristics and skills rolls a D3 to choose one at random. That player is awarded
that they have picked up over the course of their long a Most Valuable Player award, earning 5 Star Player points.
career on the Blood Bowl pitch.
IMPORTANT: A team that concedes a match must give
The team roster includes boxes so coaches can keep track its MVP to the opposing team (i.e., the winning coach gets
of the number of Star Player points their players earn two MVPs and the losing coach gets none).
during a match. Each time a player does something that
earns them any Star Player points, their coach should put a IMPROVEMENT ROLLS
tick in the appropriate box on the roster for each point they As players earn Star Player points, they go up in levels of
have earned. At the end of the match, count up the number experience and make Improvement rolls. All players start
of new ticks for each player and upgrade their total score of out as Rookies with no SPP. Once a player has earned 6
Star Player points accordingly. points, they become ‘Experienced’ and are entitled to their
first Improvement roll. Each time they go up another level
EARNING STAR PLAYER POINTS on the table below, they are entitled to another Improvement
Star Player points are earned for performing the roll. The Star Player Points table lists the number of Star
following Actions: Player points that are required to reach each different level.
Completion (COMP): A player who makes an accurate Star Player Points Table
pass that is caught by a receiver from their own team in SPPs Title
the targeted square of the pass when the ball comes to rest 0-5 Rookie
earns 1 Star Player point. This is called a completion. 6-15 Experienced
16-30 Veteran
Touchdown (TD): A player who scores a touchdown earns 31-50 Emerging Star
3 Star Player points. If a team is awarded a touchdown 51-75 Star
because their opponent has no players to set up at the start 76-175 Super Star
of a drive, no Star Player Points are awarded. 176+ Legend
Interception (INT): If a player successfully makes an At the end of the match, work out how many Star Player
interception of the ball after making an Interception roll points each of the players in your team has earned, and
then they earn 2 Star Player points. look up their scores on the Star Player Points table. If the
player has earned enough points to go up a level, then
immediately make a roll for them on the Improvement
table (see page 22). To make the Improvement roll, roll two
D6, add the scores together, and look up the result on the
Improvement table.
CHARACTERISTIC INCREASES
An Improvement table roll of 10-12 might increase
one of the player’s characteristics. The entry will list
the characteristics that may be improved – simply
pick one and record the new value on the team roster.
Alternatively, the coach may choose to take a new skill
instead, as described previously. No characteristic may
ever be increased by more than 2 points over its starting
value or to a value greater than 10. Any additional
increases must be taken as new skills instead.
PLAYING LEAGUE MATCHES their Treasury, and is wasted if it is not spent immediately.
League Matches have their own sequences of play, which For example, if a team with a value of 1,000,000 gp goes up
involve some pre-match and post-match action, as well as the against a team with a value of 1,250,000 gp, the first coach
actual game. Follow this sequence for each match you play: would be able to spend an extra 250,000 gold pieces on
inducements. The team with the higher Team Value must
Pre-Match Sequence purchase inducements first; once they have finished, the other
team can purchase inducements.
1. Roll on Weather Table
2. Choose Inducements
Inducements are selected from the following list:
3. Draw Special Play Cards
• 0-2 Bloodweiser Kegs – 50,000 gold pieces each
4. Flip for the Kick
• 0-3 Bribes – 100,000 gold pieces each
The Match • 0-4 Extra Team Training – 100,000 gold pieces each
• Mercenaries (Unlimited) – Various prices
1. Work out the number of Fans and FAME
• 0-2 Star Players – Various prices
2. Kick-off
• 0-2 Wandering Apothecaries – 100,000 gold pieces each
3. Play the Game!
• 0-5 Special Plays – 100,000 gold pieces each
Post-Match Sequence
Detailed descriptions of these inducements can be found on
1. Improvement Rolls
page 28. Note that limitations and special rules from the
2. Update Team Stats
team lists apply. As some coaches can take a very long time
3. Record Fortune and FAME
deciding which inducements to take, there is a four-minute
4. Hire and Fire
time limit on selecting them.
5. Prepare for Next Match
All inducements that you purchase are lost at the end of the
match. No inducement can ever become a permanent part
PRE-MATCH SEQUENCE of your team.
The Pre-match sequence must be used before every League
Match that is played. This is split into the following 3. Draw Special Play Cards
separate steps that are described below: Instead of using the rules for drawing Special Play cards
on page 25 of the Blood Bowl rulebook, consult the chart
1. Roll on Weather Table below to see how many cards are drawn and kept based
Both coaches roll a D6 and look up the total on the Weather on the highest Team Value out of the two teams. First, the
table to see what the weather will be like for the match. player with the higher Team Value draws a number of face-
down cards according to the Draw value, from any decks
2. Choose Inducements they wish in any combination. Then they look at the cards
There are plenty of hangers-on around a Blood Bowl stadium, and choose which ones to keep (according to the ‘Keep’
from corporate sponsors and free agents to licensed wizards value) returning any others to the bottom of their decks.
and apothecaries. They are willing to offer their services to The other player then does the same. Each ‘Special Play’
the teams for a price, but the stadium itself will often foot the inducement adds 1 to both the number of cards you can
bill to give a disadvantaged team a leg-up and make for a draw and the number you can keep.
more interesting match.
4. Flip for the Kick
Each team can spend gold from their Treasury to purchase The coaches flip a coin or roll off, with the winner deciding
any of the inducements listed below. The team with the lower whether they will kick or receive for the first drive.
Team Value is granted an additional amount of ‘petty cash’
equal to the difference in Team Values; this is not added to Highest TV Draw Keep
Up to 1,000,000 gp 2 1
1,000,000 gp to 1,990,000 gp 3 2
2,000,000 gp to 2,990,000 gp 4 3
3,000,000 gp or greater 5 4
POST-MATCH SEQUENCE
You must go through the following phases in order after each and every League Match that you play:
1. Improvement Rolls
• In Competition Matches, each coach awards their team’s MVP as described on page 21. In friendly matches, no MVP
is awarded.
• Roll for improvements for any players who have earned enough Star Player points to gain one. Record any changes to
player values as a result of improvements (see page 22).
If you have at least 100,000 gold pieces in the Treasury at step 5 – Prepare for Next Match of the Post-match sequence, roll
a D6 on the following table, applying the result from the column that corresponds to the amount of gold in your Treasury.
Crisis Averted: Thanks to some careful management, your team behaves itself for once!
Minor Incident: The team gets up to some mischief, and you lose D3 x 10,000 gold pieces.
Major Incident: Half the gold in your Treasury (rounding up to the nearest 10,000 gp) is lost to an unfortunate mishap.
Catastrophe: Your Treasury is emptied, except for 2D6 x 10,000 gold pieces which you sensibly squirreled away for
just such an occurrence.
CONCEDING The League Commissioner sets a date for the end of the
A coach who concedes before setting up for a kick-off season, making sure there is enough time for at least two
where they could only field two or fewer players suffers no sessions – the play-offs followed by the finals. The time
additional penalties. If one coach concedes the match for between now and then makes up the Season’s End period.
any other reason then the winner gains all of the loser’s Although no more League points can be scored, teams can
winnings and MVP from this match. In addition, the loser still play friendlies – this is a great chance for teams to play
automatically loses one Fan Factor (do not roll for it), and rivals in different divisions, to revisit old grudges, or just
any players in the loser’s team that have 51 SPPs or more to boost the Treasury and attract some more fans ahead of
will leave the team on a D6 roll of 1-3. Roll separately for next season.
each player with 51 SPPs or more to see if they leave.
SEASON’S END
Once all of a season’s Competition Matches have been
played, or the predetermined time limit has been reached,
the League Commissioner announces that the season is
coming to a close, and no more results can be submitted –
give people a bit of notice, so they can get any last games
in. Once all the scores are in, the Commissioner ranks the
teams in order of League points, from highest to lowest,
using total touchdowns as a first tiebreaker and total
casualties as a second decider. The top four teams will go
through to the play-offs as follows:
PLAY-OFFS RESOLVING DOWNTIME
The play-offs take place during the Season’s End period, After the finals, there is a period of downtime during the
and are made up of two stages: semi-finals and finals. In off-season. Players rest and recuperate, spend their hard-
the semi-finals, the team in 1st place on the League table earned gold, or go on elaborate tours to promote the latest
plays the team in 4th place, and the team in 2nd place plays edition of their increasingly unbelievable autobiographies.
the team in 3rd place. The winners of the semi-finals then
go on to play in the final, battling it out for 1st and 2nd place In the Post-match sequence of your last game of the season,
overall, while the losers face off for 3rd and 4th place. the Prepare for Next Match phase is replaced with the
Downtime phase, which consists of these steps:
Finals and semi-finals cannot be drawn – in the case of
a draw, you must go to Sudden Death Overtime, and a • For each player on your roster that has completed at least
penalty shoot-out if this does not result in a winner. Also, two seasons, roll a D6. If you score less than the number
outside help is strictly forbidden during the finals and of seasons they have completed, they have had enough
semi-finals, so teams cannot enlist the services of Star violence for a while and want to retire. Put a tick in the
Players or Mercenaries using inducements. Wants to Retire column – you’ll come back to this later.
• Remove any Miss Next Game ticks, then roll a D6 for
GLITTERING PRIZES each Niggling Injury on your roster. On a roll of 4 or
Prizes are awarded to the teams who finish in 1st, 2nd and more, some time away from the field works wonders and
3rd place, in addition to any winnings that they get during the injury is removed from the roster. If you have any
the Post-match sequence. The team in 3rd place receives Apothecaries on your roster, add 1 to each result.
30,000 gold pieces; the team in 2nd place receives 60,000 • Roll 2D6. If the score is lower than your Fan Factor, a
gold pieces; and the team who finished in 1st place, the number of your fair-weather fans lose interest during the
season’s champions, are awarded 100,000 gold pieces and off-season, and your Fan Factor is reduced by D3.
the League Trophy! The Trophy is theirs until the end • If you wish to take part in the next season, determine your
of the next season, when it will be awarded to the new new starting Treasury – see Raising Funds, below.
champions. While your team has a Trophy, make a note of • Re-draft your team for the new season (see page 27).
it on your team roster. While you are holding it, you can
add an additional team re-roll to your roster at no cost – its RAISING FUNDS
value is still added to your Team Value. At the start of each new season, each team gets a Treasury
of 1,000,000 gold pieces. This represents money doled out
LAST GAME by the league, the team’s sponsors, fan clubs and generous
During the Pre-match sequence of any game during patrons. Returning teams then add anything they had left in
Season’s End, a coach can declare that this will be their their Treasury from the previous season, plus the Treasury
last game of the season. The game is played as normal, Bonuses listed below. Once you have added everything up,
but the Post-match sequence is modified as explained round your Treasury down to the nearest 10,000 gp:
later. Unless a coach playing in the finals specifically states
otherwise, that will always be their last game of the season. • 10,000 gp for each match the team played last season
(both friendlies and competition games).
• 5,000 gp for each touchdown the team scored last season.
• 5,000 gp for each casualty the team caused last season.
Extra Team Training: Getting all of your players in the Star Players may not take the number of players in the
same place is hard enough on match day, but if you flash team to more than 16. However, players that are missing
some cash, you can probably organise a training session. the game due to injury do not count towards the number of
Each Extra Team Training session grants you an extra players on the team, so they are not counted when working
team re-roll for each half of this match. out how many Star Players you can have. It is possible
(though unlikely) for both teams to hire the services of the
Mercenaries: For every player safely employed by a same Star Player. If this happens then neither may use
team, there are dozens of freelance players who will wear them and the Star Player keeps both sets of hiring fees!
anyone’s colours in exchange for hard currency. You can
add Mercenary players to your team for one match at a Star Players can never earn Star Player points even if
time, chosen from your team list, at 30,000 gold pieces they are awarded the MVP for the game. Star Players
more than what they would normally cost. For example, a can never gain Improvement rolls. Finally, purchased/
Mercenary Human Lineman would cost 80,000 gold pieces induced Apothecaries may never be used on Star Players.
to hire for a match. Star Players employ their own personal trainers and
apothecaries who travel with them to heal them from
The normal limits on the total number of players allowed almost any injury (including death) and to help them get in
on a team and in each position apply to Mercenaries, but shape for their next match, and will therefore not use the
players that are missing the game due to injury do not team’s amateur physicians.
count towards the number of players on the team, so they
are not counted when working out how many Mercenaries Wandering Apothecaries: Any team that can normally
you can have. purchase an Apothecary may hire a Wandering Apothecary
or two to help during the match. Often these Apothecaries
All Mercenaries have the Loner skill as they are unused to are powerful priests of the local deity. While they would
playing with the rest of the team. In addition, a Mercenary never allow themselves to be a permanent part of a heathen
may be given one additional skill selected from those Blood Bowl team, they have been known to assist for a
available to a player of that position on a Normal roll, at single match for a generous donation to their faith. The
an additional cost of 50,000 gold pieces. For example, a rules for Wandering Apothecaries are identical
Mercenary Human Lineman could be given Tackle for to the rules for purchased Apothecaries
a total cost of 130,000 gold pieces to hire for a match. on page 38. Only one Apothecary
Mercenaries can never earn Star Player points even if they may be used to re-roll each
are awarded the MVP for the game. Mercenaries can Casualty roll.
never gain Improvement rolls.
OPTIONAL LEAGUE RULES
The easiest way for a League Commissioner to tweak a SPIRALLING EXPENSES
league is to change the starting Treasury that can be used This additional rule restricts the earnings of high level
to draft a team. For example, you could say that at the start teams, providing a slight handicap:
of the league, all teams have 1,000,000 gp, but that this
increases by 100,000 gold pieces each season. Once a team’s value equals or exceeds 1,750,000 gp, it must
deduct an amount from its winnings during step 3 – Record
Another way to personalise your league is to change the Fortune and FAME. This starts at 10,000 gp, but each time the
prizes that are awarded at the end of the season. The Team Value increases by another 150,000 gp above 1,750,000
winner of the Dungeonbowl, for example, gets to add a gp, the deduction increases by 10,000 gp. In other words,
Wizard to their permanent coaching staff for the duration deduct 10,000 gp for teams with a value between 1,750,000
of the following season, while the winner of the Spike! gp and 1,890,000 gp; deduct 20,000 gp for teams with a value
Magazine Trophy gets a boost to their Fan Factor (thanks between 1,900,000 gp and 2,040,000 gp; deduct 30,000 gp for
to all the press coverage). teams between 2,050,000 gp and 2,190,000 gp, and so on.
Here are some other variants you might wish to try out. EXCLUDING INDUCEMENTS IN
LEAGUE PLAY
NEW SKILL: PILING ON A Commissioner is allowed to remove any specific
This skill can be found in previous editions of Blood Bowl, inducement(s) from the list of allowed inducements that
but has been removed from this edition as it can lead to are on page 23 that they feel do not work for their league
some very nasty combos. Some Commissioners will want it environment. Common inducements that might be
though… so here it is! excluded include disallowing Star Players or Bribes.
SKILLS SUMMARY
To save you flicking back and forth while searching for a skill for your newly levelled-up player, here’s a handy
summary of the Agility, General, Mutation, Passing and Strength skills:
Agility General Mutation Passing Strength
Catch Block Big Hand Accurate Break Tackle
Diving Catch Dauntless Claw/Claws Dump-off Grab
Diving Tackle Dirty Player Disturbing Presence Hail Mary Pass Guard
Dodge Fend Extra Arms Leader Juggernaut
Jump up Frenzy Foul Appearance Nerves of Steel Mighty Blow
Leap Kick Horns Pass Multiple Block
Side Step Kick-off Return Prehensile Tail Safe Throw Stand Firm
Sneaky Git Pass Block Tentacles Strong Arm
Sprint Pro Two Heads Thick Skull
Sure Feet Shadowing Very Long Legs
Strip Ball
Sure Hands
Tackle
Wrestle
HIDDEN INFORMATION
You should not let your opponent see what’s in your roster
until you’ve finished drafting your team!
In this section, you will find a team roster for the Bright Crusaders’ 2472-2473 squad. As more famous teams are released,
we will be producing rosters that represent them in their heyday. These teams are intended for use in Exhibition Play (their
total value is deducted from your Budget, and you can spend any additional gold on inducements or Star Players), but an
enterprising League Commissioner could probably find a way to fit them into a league and spice things up!
Each famous team has its own roster, like any other team, often with an additional special rule that makes them play in a unique
fashion. They are treated like a regular team of their type for the purposes of hiring Star Players, and so on.
Over the course of the next decade, the team built a stable
of skilled players, culminating in their impressive 2472
starting line-up. Across the land, faded reproductions of
the team painting still hang in pride of place on young fans’
walls, even if the modern players struggle to match up with
the Crusaders’ legacy. Analysts and sports historians agree
that the squad’s success came down to the tight-knit trio at with a single blow. Brandan van Sant completed the trio, a
its core. Lowenhart was the ideal defensive Blitzer, calling skilled catcher and an expert at avoiding harm. Combining
out plays while hounding any players that broke through such capable players with a strong sense of comradeship
the pack. His opposite number in the front line was the among the team as a whole, it seemed for a time like there
taciturn Ulfric Holzfeller, who once felled a Storm Giant was nothing that could stop the Bright Crusaders.
6 BRANDAN VAN SANT CATCHER 8 2 4 7 CATCH, DODGE, JUMP UP, SIDE STEP
The Orcland Raiders started out as the Severed Heads, but changed their name following a relocation to Orcland after
franchise and financial trouble. Sadly, the Raiders had little time to settle into their new home before the collapse of the
NAF in 2489 forced them to sell up their stadium and take to the open road.
2435 After a visit from the AFC champions the Gouged Eye, the warriors of the Severed Heads tribe decide that
football would be a great way of establishing their supremacy over all the lily-livered Elves and Humans who
were constantly annoying them with their raids. The team is accepted into the conference in 2437, its owner
registering it as the Severed Heads tribe.
2459 After a short period of near-misses, the Heads beat off all challengers and meet the Schaffen Stallions in what
was then the equivalent of today’s Blood Bowl final. Unfortunately, they lose 3-0 in seven minutes. After a
lengthy enquiry, it is revealed that the Stallions’ sorcerous coach mindwiped the entire Heads team as they
lined up for the kick-off. The result stands, but the Stallions are closed down.
2469 After almost a decade spent carefully rebuilding their team, the Severed Heads finally make it to the top,
decimating the Middenheim Marauders in the Blood Bowl. Man of the Match that day was new arrival
Grishnak Goblin-Throttler, who got two touchdowns and three fatalities.
2487 The Severed Heads unexpectedly go bankrupt after some corrupt dealing by tribal chieftains and a half-Orc
property speculator. A short period of uncertainty comes to an end when King Ironclaw of Orcland invests
some of the profits from his healthy Elf-stabbing operation and buys himself a football team.
Present The collapse of the NAF forces King Ironclaw to sell the Raiders and their newly built stadium. Perhaps
because they never really settled in their new home, the Raiders take to life on the road very easily and are
rewarded by winning Blood Bowl XXX, the very first of the open tournaments. A second open title must be
on the cards in the near future.
Team Honours: Blood Bowl Winners 2469 (IX), 2483 (XXIII), 2490 (XXX). Orcidas Team of the Year 2483
Hall or Fame: Gorbag ‘Rabid’ Foamface, Urgar Rancid, Coach Lefthand Wolfstab
Spike! Magazine Team Rating: 302 points
It could almost be said that the team turned fouling into of Nuffle’s sacred rules proved so entertaining to the crowds
an art form. If they weren’t kicking players when they were that officials were asked to look the other way wherever
down, they were smearing dung on their hands to catch the possible, much to the chagrin of the other teams in the
ball easier, or sneaking deadly squigs into the other team’s league. But as Bob Bifford always says, “It ain’t cheating if you
dugout at half time. In fact, their constant circumnavigation don’t get caught!”
6 GARRUK GIZZBUT THROWER 5 3 3 8 NERVES OF STEEL, PASS, STRONG ARM, SURE HANDS
D6 Result
1 Caught Out! The other team caught one of the lads
sniffing around their dugout, and weren’t too happy!
A random Raiders player is Knocked Out.
2-5 Distracting Antics: The Raiders do their best to
disrupt the other team. Roll a D6. On a 4 or more,
the other team loses a team re-roll.
6 Mysterious Disappearance… A random opposing
player doesn’t turn up for the drive. Roll a D6 again.
On a 1-5, they cannot be set up this drive, and must
be put in the Reserves box. On a 6, they miss the rest
of the match!
The Ref don’t mind: The first time in each half that an
Orcland Raiders player makes a foul and the Armour roll
and/or Injury roll is a double, the referee looks the other way
and the player is not sent off.
OF F IC IA L R E FE R EN C E G U ID E
This section provides a handy, up to date summary of the current range of teams, as well as a summary of the Star Players
presented earlier in the book.
DWARF TEAMS
Qty Title Cost (gp) MA ST AG AV Skills Normal Double
0-16 Blockers 70,000 4 3 2 9 Block, Tackle, Thick Skull GS AP
0-2 Runners 80,000 6 3 3 8 Sure Hands, Thick Skull GP AS
0-2 Blitzers 80,000 5 3 3 9 Block, Thick Skull GS AP
0-2 Troll Slayers 90,000 5 3 2 8 Block, Dauntless, Frenzy, GS AP
Thick Skull
0-1 Deathroller 160,000 4 7 1 10 Break Tackle, Dirty Player, S GAP
Juggernaut, Loner,
Mighty Blow, No Hands,
Secret Weapon, Stand Firm
0-8 Re-roll counters 50,000 gold pieces each
NURGLE TEAMS
Qty Title Cost (gp) MA ST AG AV Skills Normal Double
0-16 Rotters 40,000 5 3 3 8 Decay, Nurgle’s Rot GM ASP
0-4 Pestigors 80,000 6 3 3 8 Horns, Nurgle’s Rot, GSM AP
Regeneration
0-4 Bloaters 110,000 4 4 2 9 Disturbing Presence, Foul GSM AP
Appearance, Nurgle’s Rot,
Regeneration
0-1 Rotspawn 140,000 4 5 1 9 Disturbing Presence, S GAPM
Foul Appearance, Loner,
Mighty Blow, Nurgle’s
Rot, Really Stupid,
Regeneration, Tentacles
0-8 Re-roll counters 70,000 gold pieces each
SKAVEN TEAMS
Qty Title Cost (gp) MA ST AG AV Skills Normal Double
0-16 Linemen 50,000 7 3 3 7 None G ASPM
0-2 Throwers 70,000 7 3 3 7 Pass, Sure Hands GP ASM
0-4 Gutter 80,000 9 2 4 7 Dodge, Weeping Dagger GA SPM
Runners
0-2 Blitzers 90,000 7 3 3 8 Block GS APM
0-1 Rat Ogre 150,000 6 5 2 8 Frenzy, Loner, Mighty S GAPM
Blow, Prehensile Tail,
Wild Animal
0-8 Re-roll counters 60,000 gold pieces each