Blood Bowl 3

Blood Bowl 3

213 ratings
BB3 Bible
By Saint Scylla
All you need to know regarding teams, players, skills, inducements, differences between BB2 and BB3, and more!
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DIFFERENCES WITH BB2
BB3 uses the BB2020 ruleset, like the latest version of the tabletop game (Blood Bowl Second Season Edition). Here are the key changes if you're coming from BB2:
  • Agility is now split into Agility (AG) and Passing (PA). The new Agility is used to dodge, leap, pick up the ball and catch a pass. Passing is only used to throw the ball or throw a player.
  • Agility, Passing and Armor are presented as a score to reach, such as 4+, instead of a raw characteristic, such as 3.
  • You have more control over the upgrades of your players. Rather than fixed levels and random rolls, you now spend SPP on different bonuses with different costs: Primary skills, Secondary skills and characteristic upgrades. See the section PLAYER SKILLS for all details.
  • Rerolls are no longer limited to one per turn. You can now burn as many rerolls as you have during a turn, though a roll can never be rerolled more than once.
  • Any player can now jump over a prone or stunned player, but not over an empty square or a standing player.
  • Interceptions allow the player to either catch the ball himself as usual, or deflect (scatter) it instead.
  • Go For It (GFI) has been renamed Rush. The rule is unchanged, it's only a cosmetic change.
  • The kickoff table has been updated.
  • Winnings are no longer random: their calculation includes the total Dedicated Fans of both teams and the amount of TDs that your team has scored.
  • Team rosters have been updated. See the section TEAMS below.
  • New skills have been added and many existing skills have been updated. See the section SKILLS.
TEAMS
The game currently includes 22 teams: 12 in the base game plus 1 per three-month season, except S6 which introduced 2 teams.
- Base game: Black Orcs, Chaos Chosen, Chaos Renegades, Dark Elves, Dwarfs, Elven Union, Humans, Imperial Nobility, Nurgle, Old World Alliance, Orcs, Skaven
- S1: Lizardmen
- S2: Underworld Denizens
- S3: Shambling Undead
- S4: Wood Elves
- S5: Necromantic Horrors
- S6: Halflings + Goblins
- S7: Norse
- S8: Amazons
- S9: Khorne (coming on the 10th of June)

You can spend up to 1.000 K when creating a new team. You need to hire a minimum of 11 players and a maximum of 16 players. The cost of team rerolls will double after the creation of the team, so you'd best buy a couple of them for cheap at this stage.
Amazons
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Eagle Warrior Linewoman
6
3
3+
4+
8+
Dodge
G
AS
50 K
2
Python Warrior Thrower
6
3
3+
3+
8+
Dodge, On The Ball, Pass, Safe Pass
GP
AS
80 K
2
Piranha Warrior Blitzer
7
3
3+
5+
8+
Dodge, Hit and Run, Jump Up
AG
S
90 K
2
Jaguar Warrior Blocker
6
4
3+
5+
9+
Defensive, Dodge
GS
A
110 K
Rerolls: 60 K
Special rule: Lustrian Superleague
Apothecary access: yes
Rating: tier 1

Playstyle
Equipped with one of the best skills of the game, the Zons are proud representatives of the 'dash' playstyle. Like most Elf teams, the Amazons don't have access to any Big Guy outside of star players. Unlike Elf teams though, they're able to field up to two ST4 players able to break through the opposition, set up cages or act as ball carriers themselves. They can also recruit Lizardmen star players to beef up their game.
The low AV of Amazons is prone to break often. It's important to limit the blocking opportunities available to your opponent, especially against Dwarf teams.

Suggested builds
Full roster
2x Jaguar Blockers
1x Piranha Blitzer
1x Python Thrower
7x Eagle Linewomen
3x Rerolls
1x Apothecary or an extra Linewoman
Total: 970 K

Low TV
2x Jaguar Blockers
1x Piranha Blitzer
8x Eagle Linewomen
2x Rerolls
Total: 830 K
Black Orcs
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Goblin Bruiser
6
2
3+
4+
8+
Dodge, Right Stuff, Stunty, Thick Skull
A
GSP
45 K
6
Black Orc
4
4
4+
5+
10+
Brawler, Grab
GS
AP
90 K
1
Trained Troll
4
5
5+
5+
10+
Always Hungry, Loner (3+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-Mate
S
GAP
115 K
Rerolls: 60 K
Special rules: Badlands Brawl, Bribery and Corruption
Apothecary access: yes
Rating: tier 3

Playstyle
This team isn't for beginners as it requires to coordinate two very different groups: solid but slow frontliners and agile but fragile stunties. Successful offensives will demand careful planning, with Black Orcs using Grab to create gaps in the opposing lines for the gobbos to exploit. Gobbos can also support the destructive work of their big brothers by fouling any downed opponent.

Suggested builds
Full force
1x Troll
6x Black Orcs
5x Goblin Bruisers
2x Rerolls
Total: 1000 K

Control
6x Black Orcs
6x Goblin Bruisers
3x Rerolls
Total: 990 K

Long league
1x Troll
5x Black Orcs
5x Goblin Bruisers
3x Rerolls
3x Dedicated Fans
Total: 1000 K
Chaos Chosen
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Beastman Runner
6
3
3+
4+
9+
Horns
GSM
AP
60 K
4
Chosen Blocker
5
4
3+
5+
10+
-
GSM
A
100 K
1*
Chaos Troll
4
5
5+
5+
10+
Always Hungry, Loner (3+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-Mate
SM
GA
115 K
1*
Chaos Ogre
5
5
4+
5+
10+
Bone-head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team-mate
SM
GA
140 K
1*
Minotaur
5
5
4+
-
9+
Frenzy, Horns, Loner (4+), Mighty Blow (+1), Thick Skull, Unchannelled Fury
SM
GA
150 K
* A Chaos Chosen team may only include a single Big Guy.
Rerolls: 60 K
Special rules: either Favoured of Chaos Undivided, Favoured of Khorne or Favoured of Nurgle
Apothecary access: yes
Rating: tier 3

Playstyle
This classic team focuses on grinding down the opposition with its above average ST and AV supported by its general access to Mutation and Strength skills. Your many Beastmen can and need to fill various roles: cage pillar with Block and Guard, blitzer-surfer with Frenzy and Juggernaut, ball hawk with Wrestle and Strip Ball, ball snatcher with Sure Hands and Big Hand...
Be careful with your rerolls during the first games as your team suffers from a severe lack of native skills.

Suggested builds
Defense
1x Chaos Troll
4x Chosen Blockers
6x Beastmen Runners
2x Rerolls
Total: 995 K

Mobility
1x Minotaur
3x Chosen Blockers
7x Beastmen Runners
2x Rerolls
Total: 990 K

Three rerolls
4x Chosen Blockers
7x Beastman Runners
3x Rerolls
Total: 1000 K
Chaos Renegades

Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Renegade Human Lineman
6
3
3+
4+
9+
-
GM
AS
50 K
1
Renegade Human Thrower
6
3
3+
3+
9+
Animosity (all team-mates), Pass, Safe Pair of Hands
GMP
AS
75 K
1
Renegade Goblin
6
2
3+
4+
8+
Animosity (all team-mates), Dodge, Right Stuff, Stunty
AM
GP
40 K
1
Renegade Orc
5
3
3+
5+
10+
Animosity (all team-mates)
GM
AS
50 K
1
Renegade Skaven
7
3
3+
4+
8+
Animosity (all team-mates)
GM
AS
50 K
1
Renegade Dark Elf
6
3
2+
3+
9+
Animosity (all team-mates)
AGM
PS
75 K
1*
Renegade Troll
4
5
5+
5+
10+
Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate
S
AGM
115 K
1*
Renegade Ogre
5
5
4+
5+
10+
Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team-mate
S
AGM
140 K
1*
Renegade Minotaur
5
5
4+
-
9+
Loner (4+), Frenzy, Horns, Mighty Blow (+1), Thick Skull, Unchannelled Fury
S
AGM
150 K
1*
Renegade Rat Ogre
6
5
4+
-
9+
Animal Savagery, Loner (4+), Frenzy, Mighty Blow (+1), Prehensile Tail
S
AGM
150 K
* A Chaos Renegade team may include up to three Big Guys from these four options.
Rerolls: 70 K
Special rules: either Favoured of Chaos Undivided, Favoured of Khorne or Favoured of Nurgle Apothecary access: yes
Rating: tier 3

Playstyle
While fielding three Big Guys sounds fun, this team is actually hard to run. Expensive rerolls combined with negative traits like Animosity and Loner mean that chaos is to be expected. On the bright side, the roster offers a lot of variety and everyone has access to Mutations.
Your two dedicated ball handlers, the thrower and the dark elf, suffer from Animosity. The thrower lacks Sure Hands, but given the team's dire need of rerolls, you may want to give him Leader as soon as possible.
The human linemen have very reasonable characteristics and cost, and they're the only players of your team who don't suffer from Animosity. They can be used to carry the ball around and perform a Hand-off when the time is right.
The orc and skaven have both the same exact cost than the human linemen. They trade an increased MA or AV for a decreased AV or MA. The fast skaven can serve as a scorer or blitzer. With his high AV, the orc has a dual purpose: cannon fodder and babysitter for the troll (Really Stupid) and/or the rat ogre (Animal Savagery).
The goblin can be thrown by the troll or the ogre, providing an alternative playstyle. He can also be built as a fouler or as a dodger with Two Heads.

Suggested builds
Three Big Guys
1x Troll
1x Ogre
1x Minotaur / Rat Ogre
1x Dark Elf / Thrower
7x Linemen / Orc / Skaven
2x Rerolls
Total: 970 K

Two Big Guys
1x Troll
1x Ogre
1x Dark Elf / Thrower
1x Goblin
7x Linemen / Orc / Skaven
3x Rerolls
1x Apothecary or an extra Lineman
Total: 980 K

One Big Guy + bench
1x Rat Ogre
1x Dark Elf / Thrower
1x Goblin
9x Linemen / Orc / Skaven
3x Rerolls
1x Apothecary
Total: 975 K
Dark Elves
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Dark Elf Lineman
6
3
2+
4+
9+
-
AG
S
70 K
4
Dark Elf Blitzer
7
3
2+
4+
9+
Block
AG
PS
100 K
2
Dark Elf Runner
7
3
2+
3+
8+
Dump-off
AGP
S
80 K
2
Assassin
7
3
2+
5+
8+
Shadowing, Stab
AG
PS
85 K
2
Witch Elf
7
3
2+
5+
8+
Dodge, Frenzy, Jump Up
AG
PS
110 K
Rerolls: 50 K
Special rules: Elven Kingdoms League
Apothecary access: yes
Rating: tier 1

Playstyle
The Dark Elves mix the speed and agility of elven teams with an agressive edge. Frenzy will allow you to create gaps and surfing opportunities. Dump-off means that your Runner can take a blitz without giving the ball to the opposition. Stab can perform well against low AV blodgers like Gutter Runners and other Catchers. And the humble, skill-less linemen can adapt well to most roles.
The high cost and low-to-average AV of your players will require an Apothecary for league play.

Suggested builds
Safety
2x Blitzers
9x Linemen
2x Rerolls
1x Apothecary or a third reroll
Total 980 K

Passing oriented
1x Runner
4x Blitzers
6x Linemen
2x Rerolls
Total 100 K

Surfing oriented (author's build of choice)
1x Witch Elf
3x Blitzers
7x Linemen
2x Rerolls
Total 100 K
Dwarfs
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Dwarf Blocker
4
3
4+
5+
10+
Block, Tackle, Thick Skull
GS
A
70 K
2
Dwarf Blitzer
5
3
3+
4+
10+
Block, Thick Skull
GS
AP
80 K
2
Dwarf Runner
6
3
3+
4+
9+
Sure Hands, Thick Skull
GP
AS
85 K
2
Troll Slayer
5
3
4+
-
9+
Block, Dauntless, Frenzy, Thick Skull
GS
AP
95 K
1
Deathroller
4
7
5+
-
11+
Break Tackle, Dirty Player (+2), Juggernaut, Loner (5+), Mighty Blow (+1), No Hands, Secret Weapon, Stand Firm
S
AG
170 K
Rerolls: 50K each
Special rules: Old World Classic, Worlds Edge Superleague
Apothecary access: yes
Rating: tier 1

Playstyle
Slow and steady, the dwarfs shine in defense thanks to plenty of starting skills and a high average AV. Remember though to keep two blitzers behind your line to handle anyone able to jump over it. On the offense, unless the opposition has been grinded to dust, you'll have to cage and push your way to the end zone. Keep in mind you have "only" 8 turns to reach it!
The deathroller is a highly expensive machine able to crunch whatever stands in its way, including Big Guys. Give it Multiple Block and enjoy the slaughter... until it's sent off due to being a Secret Weapon.

Suggested builds
Infantry formation
2x Troll Slayers
2x Blitzers
2x Runners
5x Blockers
2x Rerolls
Total: 970 K

Tank assault
1x Deathroller
2x Blitzers
8x Blockers
2x Rerolls
Total: 980 K
Elven Union
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Elf Lineman
6
3
2+
4+
8+
-
AG
S
60 K
4
Elf Catcher
8
3
2+
4+
8+
Catch, Nerves of Steel
AG
S
100 K
2
Elf Blitzer
7
3
2+
3+
9+
Block, Side Step
AG
S
115 K
2
Elf Thrower
6
3
2+
2+
8+
Pass
AGP
S
75 K
Rerolls: 50K
Special rules: Elven Kingdoms League
Apothecary access: yes
Rating: tier 2

Playstyle
Known as Pro Elves in the previous editions, the Elven Union represents the best passing team available thanks to its excellent Catchers. Its throwers and linemen are very reasonably priced. However the Union is more fragile than the Dark Elves as it suffers from a lower average AV and can only field two blitzers. This makes the Apothecary a mandatory investment for league play.

Suggested builds
League play
1x Thrower
1x Catcher
2x Blitzers
7x Linemen
2x Rerolls
1x Apothecary or a third Reroll
Total: 975 K

Exhibition game
2x Throwers
2x Catchers
2x Blitzers
5x Linemen
2x Rerolls
Total: 980 K
Goblins
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Goblin
6
2
3+
4+
8+
Dodge, Right Stuff, Stunty
A
GPS
40 K
1
Bomma
6
2
3+
4+
8+
Bombardier, Dodge, Secret Weapon, Stunty
A
GPS
45 K
1
Looney
6
2
3+
-
8+
Chainsaw, Secret Weapon, Stunty
A
GPS
40 K
1
Fanatic
3
7
3+
-
8+
Ball & Chain, No Hands, Secret Weapon, Stunty
S
AG
70 K
1
Pogoer
7
2
3+
5+
8+
Dodge, Pogo Stick, Stunty
A
GPS
75 K
1
Ooligan
6
2
3+
6+
8+
Dirty Player (+1), Disturbing Presence, Dodge, Right Stuff, Stunty
A
GPS
65 K
1
Doom Diver
6
2
3+
6+
8+
Right Stuff, Stunty, Swoop
A
GPS
60 K
2
Trained Troll
4
5
5+
5+
10+
Always Hungry, Loner (3+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team Mate
S
AGP
115 K
Rerolls: 60 K
Special rules: Badlands Brawl, Bribery and Corruption, Underworld Challenge
Apothecary access: yes
Rating: tier 4

Playstyle
While playing Goblins isn't as arduous than the constant uphill struggle of managing Halflings, it remains a real challenge due to their low strength and the highly random performance of their many special rules. Goblins have access to a large arsenal of weapons which may either open up opportunities or backfire in spectacular fashion.
It's worth noting that their rule Bribery and Corruption grants them access to bribes at half cost, which support their playstyle based on fouling and the use of secret weapons. Throwing team-mates is also a somewhat viable tactic as their trained trolls are less affected by Loner than the regular trolls employed by other teams, and the doom diver is able to choose in which direction to scatter.

Suggested builds
Full bench
2x Trolls
1x Fanatic
1x Looney
1x Ooligan
1x Doom Diver
1x Pogoer
7x Goblins
3x Rerolls
Total: 1000 K

Low TV
2x Trolls
9x Goblins
2x Rerolls
Total: 710 K
Halflings
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Hopeful
5
2
3+
4+
7+
Dodge, Right Stuff, Stunty
A
GS
30 K
2
Hefty
5
2
3+
3+
8+
Dodge, Fend, Stunty
AP
GS
50 K
2
Catcher
5
2
3+
5+
7+
Catch, Dodge, Right Stuff, Sprint, Stunty
A
GS
55 K
2
Altern Forest Treeman
2
6
5+
5+
11+
Mighty Blow (+1), Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team Mate, Timmm-ber!
S
AGP
120 K
Rerolls: 60 K
Special rules: Halfling Thimble Cup, Old World Classic
Apothecary access: yes
Rating: tier 4

Playstyle
Being drastically slow and weak, the halflings represent the most challenging team of Blood Bowl, and the worst pick a beginner could make. Their strength (a bold word when it comes to halflings) lies in their very low cost, which opens up two opposite team building strategies: either a full bench to alleviate injuries and players being sent off after a foul, or a bare minimum team with low TV to allow the purchase of key inducements, like Halfling Master Chiefs (available at 100k for this team) and top star players.
Note that the treemen of the halfling teams are the only big guys of Blood Bowl without Loner.
The team's apothecary should be saved for injured positionals. Don't waste him on a hopeful!

Suggested builds
Full bench
2x Treemen
2x Hefties
2x Catchers
10x Hopefuls
3x Rerolls
1x Apothecary
Total: 980 K

Low TV
2x Treemen
10x Hopefuls
1x Reroll
Total: 600 K
Humans
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Human Lineman
6
3
3+
4+
9+
-
G
AS
50 K
4
Human Blitzer
7
3
3+
4+
9+
Block
GS
AP
85 K
4
Human Catcher
8
2
3+
5+
8+
Catch, Dodge
AG
PS
65 K
2
Human Thrower
6
3
3+
2+
9+
Pass, Sure Hands
GP
AS
80 K
3
Halfling Hopeful
5
2
3+
4+
7+
Dodge, Right Stuff, Stunty
A
GS
30 K
1
Ogre
5
5
4+
5+
10+
Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team Mate
S
AG
140 K
Rerolls: 50K
Special rules: Old World Classic
Apothecary access: yes
Rating: tier 2

Playstyle
The strength of the human team lies in its amazing versatility. They're able to outrun bashy teams, strong-arm agile teams, and take on everything in-between. The addition of Halflings on this edition opens up two extra options: fouling and team-mate throwing.

Suggested builds
Melee oriented
1x Ogre
1x Thrower
4x Blitzers
5x Linemen
1x Halfling Hopeful (12th man, fouler)
3x Rerolls
Total: 990 K

Passing oriented
1x Thrower
2x Catchers
4x Blitzers
5x Linemen
3x Rerolls
1x Apothecary
Total: 1000 K
Imperial Nobility
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Retainer Lineman
6
3
4+
4+
8+
Fend
G
AS
45 K
4
Bodyguard
6
3
3+
5+
9+
Stand Firm, Wrestle
GS
A
90 K
2
Noble Blitzer
7
3
3+
4+
9+
Block, Catch
AG
PS
105 K
2
Noble Thrower
6
3
3+
3+
9+
Pass, Running Pass
GP
AS
75 K
1
Ogre
5
5
4+
5+
10+
Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team Mate
S
AG
140 K
Rerolls: 70K
Special rules: Old World Classic
Apothecary access: yes
Rating: tier 3

Playstyle
Like its Bretonnian ancestor, the roster of the Imperial Nobility is dedicated to the running game. Its set of native skills helps the team to go where they need go and prevent the opposition from doing the same. However the downright average characteristics of the players and the low AV of the linemen in particular make this team a challenging option for newcomers to Blood Bowl, while the standard Human team represents a better candidate to learn the ropes.

Suggested builds
Safety
1x Blitzer
1x Thrower
4x Bodyguards
5x Retainers
3x Rerolls
Total: 975 K

Aggressive
1x Ogre
2x Blitzers
1x Thrower
1x Bodyguard
6x Retainers
3x Rerolls
Total: 995 K

Bretonnian Classic
2x Blitzers
4x Bodyguards
6x Retainers
2x Rerolls
Total: 995 K
Khorne
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Bloodborn Marauder Linemen
6
3
3+
4+
8+
Frenzy
GM
AS
50 K
4
Khorngor
6
3
3+
4+
9+
Horns, Juggernaut
GMS
AP
70 K
4
Bloodseekers
5
4
4+
6+
10+
Frenzy
GMS
A
110 K
1
Bloodspawn
5
5
4+
-
9+
Claws, Frenzy, Loner (4+), Mighty Blow (+1), Unchannelled Fury
MS
AG
160 K
Rerolls: 60 K
Special rule: Favoured of Khorne
Access to Apothecary: Yes
Rating: tier 3

Playstyle
Combining the high average Strength of the Chaos Chosen with the native Frenzy of the Norse, Khorne pushes the bashing playstyle to its maximum. Their strategy is simple: crush the opposition or kick it off the field. As fun as it sounds, it can be actually challenging to execute. Frenzy is a double-edged sword, and the absence of survival skills such as Block or Dodge means the team will take casualties, especially the fragile Marauders. But Khorne cares not from whom the blood flows, only that it flows! You can rely on the positionals to carry the team: the Bloodseekers are elite blockers, the Khorngors dependable blitzers/carriers, and the Bloodspawn a killing machine.

Suggested builds
Ultraviolence
1x Bloodspawn
3x Bloodseekers
2x Khorngors
5x Linemen
2x Rerolls
Total: 1000 K

Three rerolls
3x Bloodseekers
4x Khorngors
4x Linemen
3x Rerolls
Total: 990 K
Lizardmen
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Skink Runner Linemen
8
2
3+
4+
8+
Dodge, Stunty
A
GPS
60 K
2
Chameleon Skink
7
2
3+
3+
8+
Dodge, On The Ball, Shadowing, Stunty
A
GPS
70 K
6
Saurus Blocker
6
4
5+
6+
10+
-
GS
A
85 K
1
Kroxigor
6
5
5+
-
10+
Bone Head, Loner (4+), Mighty Blow (+1), Prehensile Tail, Thick Skull
S
AG
140 K
Rerolls: 70K
Special rules: Lustrian Superleague
Apothecary access: yes
Rating: tier 1

Playstyle
The lizards are as fast as the skaven but much beefier. However their players are both more expensive and more dependant on team rerolls since they lack basic skills such as Block or Sure Hands. Like Black Orcs, success with Lizardmen requires coordination between two types of specialized players: squishy ball carriers and clumsy frontliners.

Suggested builds
Three rerolls
5x Saurus
6x Skink Runners
3x Rerolls
Total: 995 K

Apothecary
6x Saurus
5x Skink Runners
2x Rerolls
1x Apothecary
Total: 1000 K

Early Kroxi
1x Kroxigor
4x Saurus
6x Skink Runners
2x Rerolls
Total: 980 K
Necromantic Horrors
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Zombie
4
3
4+
-
9+
Regeneration
G
AS
40 K
2
Ghoul runner
7
3
3+
4+
8+
Dodge
AG
PS
75 K
2
Wraith
6
3
3+
-
9+
Block, Foul Appearance, No Hands, Regeneration, Side Step
GS
A
95 K
2
Flesh Golem
4
4
4+
-
10+
Regeneration, Stand Firm, Thick Skull
GS
A
115 K
2
Werewolf
8
3
3+
4+
9+
Claws, Frenzy, Regeneration
AG
PS
125 K
Rerolls: 70 K
Special rules: Masters of Undeath, Sylvanian Spotlight
Apothecary access: no
Rating: tier 2

Playstyle
This patchwork of highly specialized players requires good coordination to achieve field control. The zombies and golems can hold their ground but are too slow to play a proper running game, while the faster ball carriers are limited to a handful of ghouls and werewolves, protected by wraiths.

Suggested builds
Two wolves
2x Werewolves
2x Flesh Golems
1x Wraith
1x Ghoul
5x Zombies
2x Rerolls
Total: 990 K

Lone wolf
1x Werewolf
2x Flesh Golems
2x Wraiths
2x Ghouls
4x Zombies
2x Rerolls
Total: 995 K

No wolf, three rerolls
2x Flesh Golems
2x Wraiths
2x Ghouls
5x Zombies
3x Rerolls
Total: 980 K
Norse
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Norse Raider Lineman
6
3
3+
4+
8+
Block, Drunkard, Thick Skull
G
APS
50 K
2
Beer Boar
5
1
3+
-
6+
Dodge, No Hands, Pick-me-up, Stunty, Titchy
-
A
20 K
2
Berserker
6
3
3+
5+
8+
Block, Frenzy, Jump Up
GS
AP
90 K
2
Valkyrie
7
3
3+
3+
8+
Catch, Dauntless, Pass, Strip Ball
AGP
S
95 K
2
Ulfwerener
6
4
4+
-
9+
Frenzy
GS
A
105 K
1
Yhetee
5
5
4+
-
9+
Claws, Disturbing Presence, Frenzy, Loner (4+), Unchannelled Fury
S
AG
140 K
Rerolls: 60 K
Special rules: either Favoured of Chaos Undivided, Favoured of Khorne or Old World Classic
Apothecary access: yes
Rating: tier 2

Playstyle
Norse teams favor an aggressive and opportunistic playstyle. Their low AV means they should punch first and ask questions later. Try to receive during the first drive to build your advantage and deny easy 2D blocks to the opposition. Good use of Block and Frenzy should help whittling down the other team.
The Norse roster offers a range of cost-effective options: cheap blockers, cheaper foulers, strong surfers. Boars are fragile as snotlings, and their Pick-me-up trait is unreliable (5+), but they're great to foul or dodge to a good position to support your Frenzy players. Ball handling should be entrusted to the Valkyries since the rest of the team suffers from either Drunkard, No Hands or Frenzy.

Suggested builds
Frenzy party
1x Yhetee
1x Ulfwerener
1x Valkyrie
1x Berserker
6x Linemen
2x Beer Boars
3x Rerolls
1x Apothecary
Total: 1.000 K

Long league
2x Ulfwereners
2x Valkyries
7x Linemen
1x Beer Boar
3x Rerolls
1x Apothecary
Total: 1.000 K

Block and foul
15x Linemen
1x Beer Boar
3x Rerolls
1x Apothecary
Total: 1.000 K
Nurgle
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Rotter
5
3
4+
6+
9+
Decay, Plague Ridden
GM
AS
35 K
4
Pestigor
6
3
3+
4+
9+
Horns, Plague Ridden, Regeneration
GMS
AP
75 K
4
Bloater
4
4
4+
6+
10+
Disturbing Presence, Foul Appearance, Plague Ridden, Regeneration
GMS
A
115 K
1
Rotspawn
4
5
5+
-
10+
Disturbing Presence, Foul Appearance, Loner (4+), Mighty Blow (+1), Plague Ridden, Really Stupid, Regeneration, Tentacles
S
AGM
140 K
Rerolls: 70 K
Special rules: Favoured of Nurgle
Apothecary access: no
Rating: tier 2

Playstyle
Nurgle teams represent a twisted version of the traditional Chaos teams designed for veteran players with poor hygiene. They don't make a beginner friendly choice due to their limited offensive capacity, expensive rerolls and lack of first tier skills. However they shine in defense. Disturbing Presence and Tentacles make them great at ruining the plans of the opposition, while Foul Appearance and Regeneration grant them extra resilience. They also have access to exceptionnally cheap markers and foulers: the Rotters.

Suggested builds
Defensive
1x Rotspawn
4x Bloaters
1x Pestigor
5x Rotters
2x Rerolls
Total: 990 K

Offensive
3x Bloaters
4x Pestigors
4x Rotters
3x Rerolls
Total: 995 K
Old World Alliance
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Human Lineman
6
3
3+
4+
9+
-
G
AS
50 K
1
Human Blitzer
7
3
3+
4+
9+
Animosity (Dwarf and Halfling), Block
GS
A
90 K
1
Human Thrower
6
3
3+
3+
9+
Animosity (Dwarf and Halfling), Pass, Sure Hands
GP
AS
80 K
1
Human Catcher
8
2
3+
5+
8+
Animosity (Dwarf and Halfling), Catch, Dodge
AG
S
65 K
2
Dwarf Blocker
4
3
4+
5+
10+
Arm Bar, Brawler, Loner (3+), Thick Skull
GS
A
75 K
1
Dwarf Blitzer
5
3
4+
5+
10+
Block, Loner (3+), Thick Skull
GS
A
80 K
1
Dwarf Runner
6
3
3+
4+
9+
Loner (3+), Sure Hands, Thick Skull
GP
AS
85 K
1
Troll Slayer
5
3
4+
-
9+
Block, Dauntless, Frenzy, Loner (3+), Thick Skull
GS
A
95 K
2
Halfling Hopeful
5
2
3+
4+
7+
Animosity (Dwarf and Human), Dodge, Right Stuff, Stunty
A
GS
30 K
1*
Altern Forest Treeman
2
6
5+
5+
11+
Loner (4+), Mighty Blow (+1), Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team-mate, Timmm-ber!
S
AGP
120 K
1*
Ogre
5
5
4+
5+
10+
Bone Head, Loner (4+), Mighty Blow (1+), Thick Skull, Throw Team-mate
S
AG
140 K
* An Old World Alliance team may only include a single Big Guy.
Rerolls: 70 K
Special rules: Old World Classic
Apothecary access: yes
Rating: tier 3

Playstyle
While mixing the human and dwarf rosters might sound like a good idea, the Old World Alliance is actually a disappointing cocktail. The key positionals are available in very limited amounts. Animosity between Humans and Halflings plagues their coordination in offensive drives. All dwarf elements are Loners and their blockers have been badly nerfed.

Suggested builds
Ogre / Dwarves / Humans
1x Ogre
1x Dwarf Blitzer
1x Dwarf Blocker
1x Human Blitzer
1x Human Catcher
1x Human Thrower
5x Linemen
3x Rerolls
Total: 990 K

Low TV for Star Players
1x Treeman
2x Haflings
8x Linemen
2x Rerolls
Total: 720 K
Orcs
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Orc Lineman
5
3
3+
4+
10+
Animosity (Orc Linemen)
G
AS
50 K
4
Big Un Blocker
5
4
4+
-
10+
Animosity (Big Un Blockers)
GS
A
90 K
4
Goblin
6
2
3+
4+
8+
Dodge, Right Stuff, Stunty
A
GSP
40 K
4
Orc Blitzer
6
3
3+
4+
10+
Animosity (all team-mates), Block
GS
AP
80 K
2
Orc Thrower
5
3
3+
3+
9+
Animosity (all team-mates), Pass, Sure Hands
GP
AS
65 K
1
Untrained Troll
4
5
5+
5+
10+
Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate
S
AGP
115 K
Rerolls: 60 K
Special rules: Badlands Brawl
Apothecary access: yes
Rating: tier 1

Playstyle
Orc teams manage to be both competitive and novice friendly. Their affordable cost and high average AV mean that they don't really require an Apothecary to run unless they face Claw-heavy opponents.

Suggested builds
Early Troll
1x Untrained Troll
4x Blitzers
4x Big Uns
2x Goblins
2x Rerolls
Total: 995 K

Mobility
4x Blitzers
4x Big Uns
3x Goblins
3x Rerolls
Total: 980 K

Orcs only
1x Thrower
3x Linemen
3x Blitzers
4x Big Uns
3x Rerolls
Total: 995 K
Shambling Undead
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Skeleton
5
3
4+
6+
8+
Regeneration, Thick Skull
G
AS
40 K
12
Zombie
4
3
4+
-
9+
Regeneration
G
AS
40 K
4
Ghoul
7
3
3+
4+
8+
Dodge
AG
PS
75 K
2
Wight
6
3
3+
5+
9+
Block, Regeneration
GS
AP
90 K
2
Mummy
3
5
5+
-
10+
Mighty Blow (+1), Regeneration
S
AG
125 K
Rerolls: 70 K
Special rules: Masters of Undeath, Sylvanian Spotlight
Apothecary access: no
Rating: tier 1

Playstyle
The Undead offer a great toolbox to play with: dirt-cheap linemen, strong and reliable pillars, mobile blitzers and ball carriers. This potent roster makes them easy to pick up and at ease in both offensive and defensive drives. However scoring requires two limited resources: expensive rerolls and fragile ghouls. If you run out of any, you risk ending up six feet under.

Suggested builds
Durability
2x Mummies
2x Wights
2x Ghouls
5x Zombies
3x Rerolls
Total: 990 K

Mobility
1x Mummy
2x Wights
4x Ghouls
4x Skeletons
3x Rerolls
Total: 975 K
Skaven
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Skaven Clanrat
7
3
3+
4+
8+
-
G
AMS
50 K
4
Gutter Runner
9
2
2+
4+
8+
Dodge
AG
MPS
85 K
2
Skaven Blitzer
7
3
3+
5+
9+
Block
GS
AMP
90 K
2
Skaven Thrower
7
3
3+
2+
8+
Pass, Sure Hands
GP
AMS
85 K
1
Rat Ogre
6
5
4+
-
9+
Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Prehensile Tail
S
AGM
150 K
Rerolls: 50 K
Special rules: Underworld Challenge
Apothecary access: yes
Rating: tier 2

Playstyle
While the Skaven players aren't as agile as Elves, they're faster and cheaper. Their secondary access to Mutations opens up interesting specialized roles: Blitzers can benefit from Horns or Claws to become dangerous blitzers, Gutter Runners can use Two Heads to sneak between the lines or Big Hand / Extra Arms / Very Long Legs to improve their ability to pick up, intercept or jump/leap. The Gutter Runners are the stars of the Skaven team and will score most of the touchdowns. This means the opposition will target them with blitzes and fouls at every opportunity! The team's low AV will require reserves to avoid losing an attrition battle.

Suggested builds
Safety
1x Thrower
2x Blitzers
2x Gutter Runners
7x Clanrats
3x Rerolls
1x Apothecary
Total: 985 K

Agressive
1x Rat Ogre
1x Thrower
2x Blitzers
2x Gutter Runners
5x Clanrats
3x Rerolls
Total: 985 K
Underworld Denizens
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Underworld Goblin
6
2
3+
4+
8+
Dodge, Right Stuff, Stunty
AM
GS
40 K
6
Underworld Snotling
5
1
3+
5+
6+
Dodge, Right Stuff, Side Step, Stunty, Titchy
AM
G
15 K
3
Skaven Clanrat
7
3
3+
4+
8+
Animosity (Goblins)
GM
AMS
50 K
1
Gutter Runner
9
2
2+
4+
8+
Animosity (Goblins), Dodge
AGM
PS
85 K
1
Skaven Thrower
7
3
3+
2+
8+
Animosity (Goblins), Pass, Sure Hands
GMP
AM
85 K
1
Skaven Blitzer
7
3
3+
5+
9+
Animosity (Goblins), Block
GMS
AP
90 K
1*
Underworld Troll
4
5
5+
5+
10+
Always Hungry, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-Mate
MS
GAP
115 K
1*
Mutant Rat Ogre
6
5
4+
-
9+
Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Prehensile Tail
MS
AG
150 K
* An Underworld Denizens team may only include a single Big Guy.
Rerolls: 70 K
Special rules: Underworld Challenge, Bribery and Corruption
Apothecary access: yes
Rating: tier 2

Playstyle
UW represent a challenging pick due to their squishy players and limited number of positionals. However their combination of native traits and easy access to mutations can lead to impressive moves on the field. The low cost of most players also allow playing at a low TV to take inducements and star players.

Suggested builds
Vermintide
1x Rat Ogre
3x Goblins
5x Snotlings
3x Clanrats
1x Gutter Runner
1x Blitzer
1x Thrower
3x Rerolls
Total: 995 K

Low TV
1x Troll
4x Snotlings
3x Clanrats
1x Gutter Runner
1x Blitzer
1x Thrower
2x Rerolls
Total: 725 K
Wood Elves

Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Lineman
7
3
2+
4+
8+
AG
S
70 K
4
Catcher
8
2
2+
4+
8+
Catch, Dodge
AG
PS
90 K
2
Thrower
7
3
2+
2+
8+
Pass
AGP
S
95 K
2
Wardancer
8
3
2+
4+
8+
Block, Dodge, Leap
AG
PS
125 K
1
Loren Forest Treeman
2
6
5+
5+
11+
Loner (4+), Mighty Blow (+1), Stand Firm, Strong Arm, Take Root, Thick Skull, Throw Team Mate
S
AG
120 K
Rerolls: 50 K
Special rule: Elven Kingdoms League
Apothecary access: yes
Rating: tier 2

Playstyle
Here comes the elfiest of all Elf teams. Their terrific speed and agility allow them to outmaneuver heavier teams. Even a humble lineman can easily play the ball and race to the endzone. The wardancers shine in both offense and defense as their starting skills make them hard to hit and able to move into convenient blitzing positions.
The Woodies stand out from the other elf teams as they can field a big guy. The Treeman is the strongest and most reliable of all big guys, and comes at a reasonable price. However it suffers from a serious drawback: its slowness. The combination of MA 2 and Take Root makes it nearly unable to move around the field and follow its light-footed team-mates.
All these perks come at a cost: the elves are both fragile and expensive. The apothecary is a very much mandatory investment for this team. One or two bloodweiser kegs can also help you replenish your ranks between two touchdowns.
On the plus side, the team rerolls are really affordable at 50K. They're helpful to prevent a turnover when rolling the dreaded 1 on a dodge.

Suggested builds
Safety
1x Wardancer
1x Thrower
9x Linemen
2x Rerolls
1x Apothecary
Total: 1000 K

Early Tree
1x Treeman
1x Wardancer
9x Linemen
2x Rerolls
Total: 975 K -> buy the apothecary after your first match
PLAYER SKILLS
Players gain SPP (equivalent to XP in other games) from the following actions:
  • scoring a touchdown: +3 SPP
  • making an accurate Pass caught by the target team-mate: +1 SPP
  • throwing a team-mate and having them land safely: +1 SPP
  • deflecting an opponent Pass: +1 SPP
  • intercepting an opponent Pass: +2 SPP
  • getting the random MVP award at the end of a game: +4 SPP
  • causing a casualty in the opponent team with a Block action*: +2 SPP
* casualties caused by non-Block actions such as fouling, stabbing, using a chainsaw or pushing the player into the crowd do not grant SPP.

These SPP can be spent to receive a permanent upgrade in the form of a skill or a +1 bonus to a characteristic (MA, ST, AG, PA or AV).

Player level
Random Primary skill
Chosen Primary
or random
Secondary skill
Chosen Secondary skill
Random Characteristic
1st advancement
3 SPP
6 SPP
12 SPP
18 SPP
2nd advancement
4 SPP
8 SPP
14 SPP
20 SPP
3rd advancement
6 SPP
12 SPP
18 SPP
24 SPP
4th advancement
8 SPP
16 SPP
22 SPP
28 SPP
5th advancement
10 SPP
20 SPP
26 SPP
32 SPP
6th advancement
15 SPP
30 SPP
40 SPP
50 SPP
TV added
+20K TV
+20K TV
+40K TV
+10-80K TV (see below)

There are 5 categories of skills, with 12 skills in each category: Agility, General, Mutation, Passing and Strength. In addition there are 28 traits. Traits are skills that are native to a player and can't ever be gained or lost.

When you spend SPP to get a random skill, you select a skill category, such as Agility skills, and roll a D12 to determine which of the 12 skills of the category will your player get. Note that you can't get the same skill twice, and you can't upgrade a skill such as Mighty Blow (+1) to Mighty Blow (+2).

When you spend SPP to get a random characteristic upgrade, you roll a D16 on the following table:
- 1-7: improve either MA or AV by 1 (or choose a Secondary skill)
- 8-13: improve either MA, PA or AV by 1 (or choose a Secondary skill)
- 14: improve either AG or PA by 1 (or choose a Secondary skill)
- 15: improve either ST or AG by 1 (or choose a Secondary skill)
- 16: improve a characteristic of your choice by 1.

Be aware that characteristic upgrades can severely increase your TV:
+1 AV: +10K TV
+1 MA or PA: +20K TV
+1 AG: +40K TV
+1 ST: +80K TV
General skills
Block
A player with Block isn't knocked down when a Both Down is chosen on a Block action.

Dauntless
When a Dauntless player attempts a Block or a Blitz on a target whose ST is higher than their own (before any assists but after other modifiers), a D6 result is added to the ST of the Player. If the total is superior to the target's ST, the ST of the Player is increased to be equal to that of the target.

Dirty Player (+X)
During a Foul action performed by a Dirty Player, the result of the Armour Value or the Injury test can be modified by the amount shown in brackets after the skill name.

Fend
An opposition player who pushes this Player cannot follow up. This skill can't be used after a chain-push, nor against a player who has Ball & Chain or Juggernaut.

Frenzy (mandatory use)
A player with Frenzy cannot have Grab. Each time a player with Frenzy carries out a block action, they must attempt a follow up whenever possible. They must then attempt a second Block action against the same target. A push cancelled by Stand Firm allows a second Block.

Kick
If this player is the kicker of the ball at Kick-off, you can choose to halve the deviation of the ball by D6/2, rounding any fractions down.

Pro
During their activation, the Pro player can attempt to re-roll a dice except for Armour Value, Injury and Casualty tests. The Pro player must first roll a 3+ on a D6 to be allowed to re-roll the desired dice.

Shadowing
Shadowing can be used when an opponent leaves a square marked by a player with this skill. Roll a D6 + MA of this Player - MA of the opponent. On a roll of 6+, or on a natural 6, the Shadowing player can move into the vacated square without a dodge roll.

Strip Ball
When choosing Push on a Block action against a ball carrier, the ball falls into the destination square and bounce.

Sure Hands
A player with Sure Hands can re-roll a Pick up test. Moreover, the Strip Ball skill cannot be used against this player.

Tackle
This skill prevents opposition players in squares marked by this player from using the Dodge skill.


Wrestle
This Skill can be used on a Both Down result of a Block action, whether the Wrestle player is the initiator or the target. Instead, the two players are placed prone without taking into account the other skills they may have, making any injury roll or causing a Turn Over.
Agility skills
Catch
This player can re-roll all Catch tests.


Defensive
During the turn of your opponent, any player marked by this player cannot use the Guard Skill.

Diving Catch
This player can attempt to catch the ball if it lands in his tackle zone as a result of a Pass, a throw or a Kick-off. Moreover, the player gains +1 to catch an accurate pass if located in the target square.

Diving Tackle
You can use this SkillI if an opposition player attempts a dodge test when trying to leave a square marked by this player. Your player is placed prone in the square freed by the opponent. The opponent deducts 2 from their dodge roll.

Dodge
Once per turn and per activation, this player can re-roll a failed dodge test. Moreover, this player can choose to use this skill when targeted by a Block and the result is a Stumble: the player is only Pushed back.

Jump up
If this player is prone, they can stand up at no cost. Moreover, if they are prone during their activation, they can attempt a Jump up and perform a Block action. To do this, they must succeed an Agility test with a +1 modifier. If they fail, they remain prone and their activation ends.

Leap
This player can jump over any square when moving, including a square occupied by a standing player. Moreover, it reduces any Agility penalty by 1 for any attempts at jumping (to a minimum of -1).
Author's note: to activate Leap, make a long left click on the square you want to leap over. In the next step you'll be able to choose the square you want to leap into.

Safe Pair of Hands
If this player is knocked down or becomes prone while carrying the ball, you may place the ball in an adjacent square of your choice.

Sidestep
If this player is pushed back, you (not the opposition manager) choose an adjacent unoccupied square as destination.

Sneaky Git
This player is not Sent off on a natural double during an armour value test when committing a Foul. Moreover, their activation doesn't end after a Foul, and they can continue to move.

Sprint
This player can attempt to Rush three times instead of two.


Sure Feet
Once per turn during their activation, this player can re-roll the D6 during a Rush.
Mutation skills
Big Hand
This player ignores Marked and Pouring Rain modifiers during a Pick up test.


Claws
When a player with this skill knocks down an opponent, the latter's Armour Value is always broken on an unmodified result of 8+.

Disturbing Presence (mandatory use)
When an opposition player attempts a Pass, Throw Team-Mate or Throw Bomb action, or tries to Catch the ball or interfere with a Pass, a -1 modifier is applied for each player within 3 squares who has this skill, whatever the state of these players.

Extra Arms
This skill grants a +1 modifier on Pick up, Catch and Interfere tests.


Foul Appearance (mandatory use)
When an opposition player declares a Block action or a special action against this player, the action is lost on a D6 result of 1. This skill may still be used if the player is prone, stunned, or has lost their tackle zone.

Horns
This player gains +1 ST for any Block action made during a Blitz.


Iron Hard Skin
Opposing players can't modify any Armour rolls made against this player. In addition, the Claws skill cannot be used when making an Armour roll against this player.

Monstrous Mouth
This player can re-roll each failed Catch test. Moreover, the Strip Ball skill cannot be used against this player.

Prehensile Tail
This skill applies a -1 modifier on Dodge, Jump up or Leap tests made by any opponent who tries to leave a square marked by this player.

Tentacles
When an opponent tries to leave a square marked by this player, roll a D6 +ST of the player -ST of the opponent. On a roll of 6+, or on a natural 6, the opponent remains where they are, and their move ends.

Two Heads
This skills grants a +1 modifier on Agility tests during a Dodge.


Very Long Legs
The player reduces by 1, to a minimum of -1, any negative modifier applied to the Agility test when Jumping or Leaping. Moreover, this skills grants a +2 modifier to Interfere tests, and cancels the Cloud Burster skill.
Passing skills
Accurate
+1 on PA tests for a Quick pass or Short pass.


Cannoneer
+1 on PA tests for a Long pass or Long bomb.


Cloud Burster
When this Player tries a Long pass or a Long bomb, you can force the Reroll of a successful Interfere by the opposition Manager.

Dump-off
If this Player is the target of a Block action (or of an action that replaces a Block) and he is carrying the Ball, he can immediately make a Quick pass that works normally except that it cannot lead to a Turnover.

Fumblerooskie
When this Player performs a Move or Blitz action, and he is carrying the Ball, he can choose to abandon the Ball. The Ball can be placed in any of the Squares just vacated. The Ball does not bounce and there is no Turnover.

Hail Mary Pass
When this Player performs a Pass action (or a Throw Bomb), the target can be any Square on the Pitch. A Pass action using this Skill is neither accurate, nor can it be intercepted by an opposition Player. Cannot be used in a Blizzard.

Leader
Grants a Team reroll if one or several Players with this Skill are on the Pitch. This reroll is lost if the Players with the Skill are removed from the Pitch before its use. Can be carried over to extra time if not used. Can't be lost because of a Halfling Master Chef.

Nerves of Steel
Cancels the Marking modifiers on a Pass, an attempt to Catch the ball or Interfere.


On the ball
This Player can move 3 Squares, whatever his MA and respecting Move rules, when there is a Declaration by the opposition Manager of a Pass action or use of the Dump-off Skill. This Skill can be used after the Kick-off by an Open player.

Pass
This Player can Reroll a failed Passing Ability test on a Pass action.


Running Pass
If this Player makes a Quick pass, his activation does not end once the Pass is resolved.


Safe Pass
If this Player fumbles a Pass action, he keeps the Ball and his activation ends.
Strength skills
Arm Bar
If an opponent, Marked by at least one Player with this Skill, fails a Dodge, Leap or Jump over test, +1 is applied to Armour Value or Injury tests.

Brawler
On a Block Declaration, but not on a Blitz, this Player can Re-roll one Both Down result.


Break Tackle
Once per activation, after a Dodge test and if the player's ST is 4 or less, the result can be changed by +1. If it is 5 or more, it can be changed by +2.

Grab
When this Player performs a Block action, this Skill prevents the use of Sidestep. Moreover, if during a Block (but not a Blitz) the target Player is pushed back, any Square adjacent to the target can be chosen. A Player with Grab cannot have Frenzy.

Guard
This Player offers offensive and defensive assists to Block and Blitz actions, no matter how many players are marking him.

Juggernaut
When this Player performs a Block during a Blitz, he can choose to consider a Both Down result as a pushed back. Moreover, under these same conditions, the target of the Block cannot use the Fend, Stand Firm and Wrestle Skills.

Mighty Blow (+X)
When an opponent is Knocked down following a Block by this Player, you can change the Armour Value or Injury test by the amount between brackets. This modifier can be applied after the test. This Skill is not usable with Stab or Chainsaw.

Multiple Block
On a Block, but not a Blitz, this Player can attempt a Block action on two Players he is Marking, by reducing his ST by 2 for this activation. The Block actions are simultaneous and are resolved independently of the result of each one.

Pile Driver
When an opponent is Knocked down by this Player following a Block, this Player can attempt a free Foul action against the opponent if he is in an adjacent Square. This action ends the activation and places the Player Prone.

Stand Firm
This Player cannot be pushed back. This doesn't prevent the second Block from a player with Frenzy.

Strong Arm
+1 on PA tests for a Throw Team-Mate action. A Player that does not have the Throw team-mate Trait cannot have this Skill.

Thick Skull: on an Injury test against this Player:
- On an 8 (or 7 if Stunty): Stunned
- On a 9 (or 8 if Stunty): KO
- Other results are unchanged.
Trait skills - A to N
Always Hungry (mandatory use)
During an attempt to Throw Team-Mate, on a D6 result of 1: the Throw Team-Mate fails and the Player tries to eat his Team-mate. Attempt at eating: on a D6 result of 1, the Team-mate is Dead without possibility of an Apothecary.

Animal Savagery (mandatory use)
After declaring an action, on a D6 result of 1-3 (with +2 if the declared action is a Block or a Blitz) an adjacent team-mate is knocked down. If the victim was carrying the ball this causes a Turn Over. During the Armour Value test, the opposition manager can use the Mighty Blow Skill if your player has it. If no team-mate is adjacent, the turn of the player stops immediately and the player loses his tackle zone until next activated.

Animosity (mandatory use)
Activated when this Player attempts a Hand-off or a Pass to a Square occupied by a Team-mate of the listed type. On a D6 result of 1, the action fails and the activation of this Player ends. Animosity does not target Star Players.

Ball & Chain (mandatory use)
A Player with this Skill can only perform this action during his activation. This action imposes a special Move on the Player, forbidding him to carry or pick up the Ball. If this player enters a Square occupied by any other Standing Player, he must resolve a Block action. This Skill may still be used if the Player is Prone or has lost their Tackle Zone.

Bombardier
This Player can throw a bomb during his activation if he is already Standing and he has not yet moved. It does not use up the Pass Declaration for this Turn, and works like a Pass. The bomb explodes in the Square where it is if the throw fails, if it is not caught by a player or, on a roll of 4+, when it is caught. Any standing Players hit by the explosion are placed Prone. On a roll of 1-3, after it has been caught, the Player must throw the bomb.

Bone Head (mandatory use)
On the activation of this Player, on a D6 result of 1: the Turn of this Player ends, and he loses his Tackle Zone. If this player was attempting a Declaration that was usable only once per Turn, it is lost.

Chainsaw (mandatory use)
This action can replace a lone Block action or one that is part of a Blitz or a Foul. On a D6 result of 1: the Player injures himself. On other results, the target is hit. In all cases, an Armour Value test is made. All Armour Value tests caused by, or suffered by, the Chainsaw carrier have a +3 modifier.

Decay (mandatory use)
+1 on tests made on the Casualties table against this Player.


Drunkard (mandatory use)
This player suffers a -1 penalty to the dice roll when attempting to Rush.


Hit and Run
After performing a Block and still standing, the player may immediately move to an adjacent free square where they won't be Marking or be Marked by any opposition player.

Hypnotic Gaze
Target an opponent who is Standing adjacent and who has not lost his Tackle Zone. This Player carries out an Agility test with -1 for each Player Marking him. If the test is successful, the opponent loses his Tackle Zone until his activation.

Loner (X+) (mandatory use)
If this Player wants to use a Team re-roll, roll a D6. If the result is equal to or greater than the figure between brackets, this Player plays normally. On any other result, the first result is kept and the Team re-roll is lost. This Trait may still be used if the Player is Prone or has lost their Tackle Zone.

No Hands
This Player cannot take possession of the Ball nor attempt any action that would lead him to take possession of the Ball.
Trait skills - P to Z
Plague Ridden
Once per Match, if an opponent with an ST of 4 or less, and without the Regeneration, Decay or Stunty Traits suffers a Dead result following a Block or Foul by this Player, a new Lineman is placed in the Reserves box.

Pogo Stick
This Player can Jump over any Square during his Move, including a Square occupied by a Standing Player. Moreover, it reduces any Agility penalty by 1 for any attempts at jumping.

Pick-me-up
At the end of the opposition’s team turn, roll a D6 for each Prone, non-Stunned team-mate within 3 squares of a standing player with this trait. On a 5+, the Prone player may immediately stand up.

Projectile Vomit
Replaces Block. Target an adjacent Standing Player and roll a D6:
1: the Player is covered in his own vomit.
2+: the target is covered.
In all cases, make an Armour Value test without modifier on the victim. If successful, the target is Prone and undergoes an Injury test.
Usable only once per Turn. Incompatible with Frenzy and Multiple Block.

Really Stupid (mandatory use)
When this Player is activated, roll a D6:
1-3: the Turn of this Player ends and he loses his Tackle Zone. If this Player was attempting an action usable once per Turn, it is consumed.
4+: play normally.
The roll is made with a +2 bonus if, at least, one Team-mate without this Trait is adjacent.

Regeneration
On a Casualty, roll a D6:
1-3: the Casualty is applied.
4+: the Casualty is cancelled and the Player is placed in the Reserves box.
This Trait may still be used if the Player is Prone, Stunned or has lost their Tackle Zone.

Right Stuff (mandatory use)
If this Player has an ST of 3 or less, he can be thrown by a Team-mate with the Throw Team-Mate Skill. This Trait may still be used if the Player is Prone, Stunned or has lost their Tackle Zone.

Secret Weapon (mandatory use)
When a Drive involving this Player comes to an end, he is Sent off for having committed a Foul.

Stab
Stab can replace the Block action (including during a Blitz without moving after using it). An Armour Value test is made against the target. If the test is successful, the target becomes Prone and an Injury test without any modifier is made. Several Players can use this Skill during the same Turn.

Stunty (mandatory use)
When this player makes an Agility test in order to Dodge, they ignore any -1 modifiers for being Marked in the square they have moved into. Bombardier, Chainsaw and Swoop cancel this advantage.
Opposition players gain +1 on their Agility test when interfering with a pass by a Stunty player.
When failing an Armour Value, Stunty players don't roll on the normal Injury Table. Instead they roll on the Stunty Injury Table, which has higher odds of resulting in a KO or a Badly Hurt.

Swarming
At the start of a Drive, after the Kick-off, D3 Players with this Trait can be moved from the dugout onto the Pitch. The maximum number of players that can be moved corresponds to the number of players with this trait already on the pitch (the limit of 11 Players can be exceeded). They cannot be placed on the Line of Scrimmage or in a Wide Zone.

Swoop
If this player is thrown by a team-mate, you choose the scatter direction.


Take Root
When this Player is activated, after Declaration of his action, a D6 is rolled. On a roll of 1, this Player can't move from the Square he occupies until he is Prone or Knocked down or the Drive ends. He may perform any valid action that doesn't include a Move.

Throw Team-Mate
If this Player has an ST of 5 or more, he can attempt a Throw Team-Mate action on a Team-mate with the Right Stuff Skill.

Timmm-ber!
If this Player has an MA of 2 or less, he gains +1 in Stand up tests for each adjacent Team-mate. A natural roll of 1 is always a failure. This Trait may still be used if the Player is Prone or has lost their Tackle Zone.

Titchy (mandatory use)
+1 on Agility tests during a Dodge. However, if an opponent dodges into the Tackle Zone of this Player, it does not count towards Agility tests.

Unchannelled Fury (mandatory use)
When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6, applying a +2 modifier to the dice roll if you declared the player would perform a Block or Blitz action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action):
- On a 1-3, the action isn't performed and the player's activation ends immediately. if the action could only be performed once per team, the action is considered to have been performed and no other player on your team may perform the same action this team turn.
- On a 4+, this player continues their activation as normal and completes their declared action.
TEAM SPECIAL RULES
Team special rules impact the cost or availability of some inducements and star players.

Regional Special Rules
  • Badlands Brawl: Black Orcs, Goblins, Orcs
  • Elven Kingdom League: Dark Elves, Elven Union, Wood Elves
  • Favoured of Chaos Undivided*: Chaos Chosen, Chaos Renegades, Norse
  • Favoured of Khorne*: Chaos Chosen, Chaos Renegades, Norse
  • Favoured of Nurgle*: Chaos Chosen, Chaos Renegades, Nurgle
  • Halfling Thimble Cup: Halflings
  • Lustrian Superleague: Amazons, Lizardmen
  • Old World Classic: Dwarfs, Halflings, Humans, Imperial Nobility, Norse, Old World Alliance
  • Sylvanian Spotlight: Necromantic Horrors, Shambling Undead
  • Underworld Challenge: Goblins, Skaven, Underworld Denizens
  • Worlds Edge Superleague: Dwarfs
* Most teams with Favoured of... can and must pick a single alignement at team creation, and can't change it afterwards.

Other Team Special Rules
  • Bribery and Corruption: Black Orcs, Goblins, Underworld Denizens
    Once per game, when rolling on the Argue the Call table, you may re-roll a roll of a natural 1.
    In addition, teams with this special rule can purchase Bribes and Biased Referee inducements for a reduced price.
  • Masters of Undeath: Necromantic Horrors, Shambling Undead
    The Head Coach of this team is replaced by a Necromancer. Once per game, they can ‘Raise the Dead’:
    • If a player on the opposing team with a Strength characteristic of 4 or less and that does not have the Regeneration or Stunty traits suffers a Casualty result of 15-16, DEAD, and if they cannot be saved by an apothecary, a new rookie Zombie Lineman player can be placed immediately in the Reserves box of this team’s dugout. Note that this may cause the team to have more than 16 players for the remainder of the game.
    • During Step 4 of the post-game sequence, this player may be permanently hired for free if the team has fewer than 16 players on its Team Draft list, otherwise it will be lost. The player’s full value still counts towards the Team Value.
    Additionally, just like the Head Coach of any other team, a Necromancer can Argue the Call when one of their players is Sent-off for committing a Foul, as long as they haven’t been sent off themselves.
INDUCEMENTS
Inducements are one-game advantages which can be purchased with Petty cash and/or Team Treasury right before the game.

Temporary Agency Cheerleaders - max 4 - 20K
Temporary Cheerleaders are added to your team's Cheerleaders for the duration of the game. Your total amount of Cheerleaders is a factor on certain Kick-off Event results.

Part-time Assistant Coaches - max 3 - 20K
Part-time Assistant Coaches are added to your team's Assistant Coaches for the duration of the game. Your total amount of Assistant Coaches is a factor on certain Kick-off Event results.

Bloodweiser Kegs - max 2 - 50K
Each Bloodweiser Keg adds 1 to the recovery test when one of your Players is KO. Bloodweiser Kegs benefit all players currently on the team including Journeymen, Star Players and Mercenaries.

Extra Team Training - max 8 - 100K
Each Extra Team Training grants you a Team re-roll for each half of the match.


Bribe - max 3 - 100K (50K for teams with the special rule Bribery and Corruption)
You can use a Bribe if one of your players is sent off after a Foul or due to the Secret Weapon trait: on a D6 roll of 2-6, the bribe is accepted and the player is not sent off (and no Turn Over is caused). On 1, the bribe is lost and and the referee’s decision still stands.
If you choose to Argue the Call and roll a 1, you can't use a Bribe afterwards.

Wandering Apothecaries - max 1 - 100 K (only avaible to teams that can include an Apothecary)
For this match, this Wandering Apothecary can patch up your players, in the same way as an Apothecary. He can also patch up Journeymen and Mercenaries, but not Star Players.

Plague Doctor - max 1 - 100 K (only avaible to teams with the special rule Favoured of Nurgle)
Once per game, the Plague Doctor allows you to re-roll a failed Regeneration test, or like an Apothecary in case of KO, on one of your players or journeymen, but not on a mercenary or star Player.

Mortuary Assistant - max 1 - 100 K (only avaible to teams with the special rule Sylvanian Spotlight)
Once per game, the Mortuary Assistant allows you to re-roll a failed Regeneration test on one of your players or journeymen, but not on a mercenary or star player.

Coach Joseph Bugman - max 1 - 100 K
When rolling to see if your KO players recover, rolls of 1 can be rerolled.
In addition, if you can't field 11 players at the start of a drive, you can choose to field Joseph Bugman for this drive. When the drive ends Bugman is automatically sent-off for committing a foul and can't be fielded for the reminder of the game.
Name
MA
ST
AG
PA
AV
Skills
Joseph Bugman
5
3
3+
6+
9+
Loner (5+), Tackle, Thick Skull, Wrestle

Biased Referee - max 1 - 120K (80K for teams with the special rule Bribery and Corruption)
When rolling on the Argue the Call table, you may apply a +1 modifier to the dice roll.
If any player on the opposing team commits a Foul without rolling a double when making either the Armour roll or Injury roll, roll a D6: on a roll of 5+, the Biased Referee spots the Foul and the player is Sent-off, exactly as if they had rolled a double (i.e., the opposing coach may use a Bribe if one is available and may attempt to Argue the Call). On a roll of 1-4, the player manages to avoid the attention of the Biased Referee.

Wizard - max 1 - 150 K
Once per Match, you can use either a Fireball or a Zap! Spell once per game, either at the start or at the end of the opposition team's turn.
- Fireball: choose a target square anywhere on the pitch. A D6 is rolled for each player on the square or one of of the adjacent square. On a 1-3, the player hasn't been hit by the Fireball. On a 4+, the player is knocked down by the Fireball and must roll an Armour roll with a +1 modifier.
- Zap!: choose an opposition player and roll a D6. If the roll is lower than the player’s ST, the spell has no effect. If the roll is equal to or higher than the player’s ST, or is a natural 6, that player turns into a frog for the remainder of the drive (see profile below). If the player was in possession of the ball when he was turned into a frog, the ball is dropped and bounces. When a roll on the Casualty table is required against the frog, no roll is made. Instead, it is automatically treated as if a Badly Hurt result had been rolled. The frog must miss the rest of the game and cannot be patched-up by an Apothecary (because it's a frog!). At the end of the game, the player is returned to normal shape with no ill effects.
Name
MA
ST
AG
PA
AV
Starting skills
Frog player
5
1
2+
-
5+
Dodge, Leap, No Hands, Stunty, Titchy,
Very Long Legs

Halfling Master Chef - max 1 - 300K (100K for teams with the special rule Halfling Thimble Cup)
3 D6 are rolled in each half of the game. Each 4+ result grants you a Team re-roll and removes a Team re-roll from the opposition team.

Mercenaries - unlimited amount - various cost
Additional players from your roster, costing 30K above the normal purchase price. You can add a Primary skill for an extra 50K. Mercenaries have Loner (4+) and can't be hired after the match nor be MVP. Mercenaries count towards the cap of 16 players available per team per game.
STAR PLAYERS - A to F
Star Players are unique Inducements (see above). Each team can hire up to 2 Star Players per game. A team can't have more than 16 players available for a game, not including players with a Miss Next Game injury. If both teams hire the same Star Player, the money is lost and the Star Player isn't hired by any team.

Each Star Player has a unique special skill which can typically be used only once per game or once per half.

Some pairs of Star Players are hired together as a single inducement: 190K for both Dribl & Drull or 340K for both Lucien & Valen Swift

Name
MA
ST
AG
PA
AV
Skills
Cost
Plays for
Anqi Panqi
7
4
5+
6+
10+
Block, Grab, Loner (4+), Stand Firm, Savage Blow (once per game Anqi can reroll his Block dice)
190 K
Lustrian Superleague
Asperon Thorn
6
3
2+
2+
9+
Hail Mary Pass, Loner (4+), On The Ball, Pass, Safe Pass, Sure Hands, Precision Pass (once per game Asperon can ignore Pass range modifiers)
150 K
Elven Kingdoms League
Bilerot Vomitflesh
4
5
4+
6+
10+
Dirty Player (+1), Disturbing Presence, Foul Appearance, Loner (4+), Putrid Regurgitation (once per game Bilerot can use Projectile Vomit even after a Block)
180 K
Favoured of Nurgle
Bomber Dribblesnot
6
2
3+
3+
8+
Accurate, Bombardier, Dodge, Loner (4+), Secret Weapon, Stunty, Right Stuff, Kaboom (once per game Bomber can immediately detonate a bomb caught by an opposition player)
50 K
Badlands Brawl
Underworld Challenge
Bryce ‘The Slice’ Cambuel
5
4
3+
-
9+
Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull, Ghostly Flames (once per half Bryce can add +4 instead of +3 to the AV roll when Blitzing with Chainsaw)
130 K
Sylvanian Spotlight
Cindy Piewhistle
5
2
3+
3+
7+
Accurate, Bombardier, Dodge, Loner (4+), Secret Weapon, Stunty, All You Can Eat (once per game Cindy can throw 2 bombs as a single action but has 50% chance to be Sent Off)
50 K
Halfling Thimble Cup
Old World Classic
Curnoth Darkwold
7
3
2+
4+
8+
Dodge, Frenzy, Jump Up, Loner (4+), Leap, Wrestle, Thrill of the Hunt (once per game Curnoth can reroll any failed Dodge, Leap and Rush rolls when moving to blitz a target)
200 K
Elven Kingdoms League
Dribl
8
2
3+
4+
8+
Dirty Player (+1), Dodge, Loner (4+), Sidestep, Sneaky Git, Stunty, A Sneaky Pair (+1 to injury roll when stabbing or fouling a target marked by both Dribl and Drull)
190 K for both Dribl & Drull
Lustrian Superleague
Drull
8
2
3+
4+
8+
Dodge, Loner (4+), Sidestep, Stab, Stunty, A Sneaky Pair (+1 to injury roll when stabbing or fouling a target marked by both Dribl and Drull)
190 K for both Dribl & Drull
Lustrian Superleague
Eldril Sidewinder
8
3
2+
5+
8+
Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves Of Steel, On The Ball, Mesmerizing Dance (once per game Eldril can reroll a failed Hypnotic Gaze roll)
230 K
Elven Kingdoms League
Estelle la Veneaux
6
3
3+
4+
8+
Disturbing Presence, Dodge, Guard, Loner (4+), Sidestep, Baleful Hex (once per game Estelle can choose an opposition player within five squares and roll a D6: on a 2+ the target loses their Tackle Zone and cannot be activated until the end of their next team turn)
190 K
Lustrian Superleague
Fungus The Loon
4
7
3+
-
8+
Ball and Chain, Mighty Blow (+1), Loner (4+), No Hands, Secret Weapon, Stunty, Whirling Dervish (once per activation Fungus can reroll the D6 determining his direction)
80 K
Badlands Brawl
Underworld Challenge
STAR PLAYERS - G to K
Name
MA
ST
AG
PA
AV
Skills
Cost
Plays for
Gloriel Summerbloom
7
2
2+
2+
8+
Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands, Shot to Nothing (once per game Gloriel can use Hail Mary Pass)
150 K
Elven Kingdoms League
Glotl Stop
6
6
5+
-
10+
Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), Pile Driver, Prehensile Tail, Thick Skull, Primal Savagery (once per game Glotl can target an opposition player instead of a team-mate when failing an Animal Savagery roll)
270 K
Lustrian Superleague
Gobbler Grimlich
5
4
3+
5+
10+
Big Hand, Disturbing Presence, Leap, Loner (4+), Monstrous Mouth, Regeneration, Tentacles, Very Long Legs, Splash Down (once per game Gobbler can add his ST to a Leap roll)
230 K
Favoured of Chaos Undivided / Khorne / Nurgle
Underworld Challenge
Gretchen Wächter 'the Blood Bowl Widom'
7
3
2+
-
9+
Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step, Incorporeal (once per game Gretchen can add her ST to a Dodge roll)
260 K
Sylvanian Spotlight
Griff Oberwald
7
4
2+
3+
9+
Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet, Consummate Professional (once per game Griff can reroll any die except for an AV, Injury or Casualty roll)
280 K
Halfling Thimble Cup
Old World Classic
Grim Ironjaw
5
4
3+
-
9+
Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull, Slayer (once per game Grim can add +1 to an AV or Injury roll after blocking and knocking down a ST5+ opposition player)
200 K
Halfling Thimble Cup
Old World Classic
Worlds Edge Superleague
Grombrindal 'the White Dwarf'
5
3
3+
4+
10+
Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull, Wisdom of the White Dwarf (once per team turn Grombrindal can grant Break Tackle, Dauntless, Mighty Blow (+1) or Sure Feet to an adjacent team-mate)
210 K
Halfling Thimble Cup
Lustrian Superleague
Old World Classic
Worlds Edge Superleague
Hakflem Skuttlespike
9
3
2+
3+
8+
Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads, Treacherous (once per game Hakflem can steal the ball and knock down an adjacent team-mate without TO)
210 K
Favoured of Chaos Undivided / Khorne / Nurgle
Underworld Challenge
Helmut Wulf
6
3
3+
-
9+
Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm, Old Pro (once per game Helmut can use Pro to reroll a die from an AV roll)
140 K
Any team
Horkon Heartripper
7
3
2+
4+
8+
Dodge, Leap, Loner (4+), Multiple Block, Shadowing, Stab, Into the Shadows (once per game Horkon can succeed a failed Dodge on a 3+)
170 K
Elven Kingdoms League
Ivan Deathscourge
6
4
4+
5+
9+
Block, Disturbing Presence Juggernaut, Loner (4+), Regeneration, Strip Ball, Tackle, Dwarven Scourge (once per game Ivan can add +1 to an AV or Injury roll after blocking and knocking down an opposition player or +2 if it's a Dwarf)
190 K
Sylvanian Spotlight
Ivar Eriksson
6
4
3+
4+
9+
Block, Guard, Tackle, Loner (3+), Raiding Party (once per game at the start of Ivar's activation an open teammate within 5 squares of Ivar may move one square ignoring tackle zones to mark an opposite player)
245 K
Old World Classic
Jordel Freshbreeze
8
3
1+
3+
8+
Block, Diving Catch, Dodge, Loner (4+), Leap, Side Step, Swift as the Breeze (once per game Jordel can succeed a Dodge, Leap or Rush roll on 2+ ignoring all modifiers)
250 K
Elven Kingdoms League
Karla Von Kill
6
4
3+
4+
9+
Block, Dauntless, Dodge, Jump Up, Loner (4+), Indomitable (once per game Karla can increase her ST to double the ST of the target of a successful Dauntless roll)
210 K
Halfling Thimble Cup
Lustrian Superleague
Old World Classic
Kiroth Krakeneye
7
3
3+
3+
9+
Disturbing Presence, Foul Appearance, Loner (4+), On The Ball, Tackle, Tentacles, Black Ink (once per game Kiroth can remove the Tackle Zone of an opposition player marked by him at the start of his activation)
160 K
Elven Kingdoms League
Kreek Rustgouger
5
7
4+
-
10+
Ball and Chain, Loner (4+), Mighty Blow (+1), No Hands, Prehensile Tail, Secret Weapon, I'll Be Back (Kreek ignores the first Sent Off per game caused by Secret Weapon)
170 K
Favoured of Chaos Undivided / Khorne / Nurgle
Underworld Challenge
STAR PLAYERS - L to Z
Name
MA
ST
AG
PA
AV
Skills
Cost
Plays for
Lord Borak the Despoiler
5
5
3+
5+
10+
Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git, Lord of Chaos (grants a team reroll per game unless Borak is removed from the field)
260 K
Favoured of Chaos Undivided / Khorne / Nurgle
Lucien Swift
7
3
2+
5+
9+
Block, Loner (4+), Mighty Blow (+1), Tackle, Two For One (if either Lucien or Valen is removed from the game, the other upgrades its Loner 4+ to Loner 2+)
340 K for both Swift Twins
Elven Kingdoms League
Madcap Miggz
6
4
3+
-
9+
Break Tackle, Claws, Leap, Loner (4+), No Hands, Very Long Legs, Wild Animal, Splash Down (once per game Madcap can add his ST to a Leap roll)
170 K
Badlands Brawl
Underworld Challenge
Mighty Zug
4
5
4+
6+
10+
Block, Loner (4+), Mighty Blow (+1), Crushing Blow (once per game Zug can add +1 to the AV roll after blocking and knocking down an opposition player)
220 K
Halfling Thimble Cup
Lustrian Superleague
Old World Classic
Morg ‘N’ Thorg
6
6
3+
4+
11+
Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate, The Ballista (once per game Morg can reroll a Pass or Throw Team-mate roll)
380 K
Any team except Sylvanian Spotlight
Puggy Baconbreath
5
3
3+
4+
7+
Block, Dodge, Loner (3+), Nerves of Steel, Right Stuff, Stunty, Halfling Luck (once per game Puggy can reroll any die except for an AV, Injury or Casualty roll)
120 K
Halfling Thimble Cup
Old World Classic
Ripper Bolgrot
4
6
5+
4+
10+
Grab, Loner (4+), Mighty Blow (+1), Regeneration, Throw Team Mate, Thinking Man’s Troll (once per game Ripper can reroll any die except for an AV, Injury or Casualty roll)
250 K
Badlands Brawl
Underworld Challenge
Roxanna Darknail
8
3
1+
4+
8+
Dodge, Frenzy, Juggernaut, Jump Up, Leap, Loner (4+), Burst of Speed (once per game Roxanna can rush a 3rd time)
270 K
Elven Kingdoms League
Skitter Stab-Stab
9
2
2+
4+
8+
Dodge, Loner (5+), Prehensile Tail, Shadowing, Stab, Master Assassin (once per game Skitter can re-roll the injury roll after breaking an opposite player's armour with Stab)
150 K
Favoured of Chaos Undivided / Khorne / Nurgle
Underworld Challenge
Skrull Halfheight
6
3
4+
4+
9+
Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull, Strong Passing Game (once per game Skrull can add his ST to a Pass roll)
150 K
Sylvanian Spotlight
Worlds Edge Superleague
The Black Gobbo
6
2
3+
3+
9+
Bombardier, Disturbing Presence, Dodge, Loner (3+), SideStep, Sneaky Git, Stab, Stunty, Sneakiest Out of The Lot (the team can make two Fouls per turn if one is made by the Black Gobbo)
225 K
Badlands Brawl
Underworld Challenge
Valen Swift
7
3
2+
2+
8+
Accurate, Loner (4+), Nerves of Steel, Pass, Safe Pass, Sure Hands, Two For One (if either Lucien or Valen is removed from the game, the other upgrades its Loner 4+ to Loner 2+)
340 K for both Swift Twins
Elven Kingdoms League
Varag Ghoul-Chewer
6
5
3+
5+
10+
Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull, Crushing Blow (once per game Varag can add +1 to the AV roll after blocking and knocking down an opposition player)
280 K
Badlands Brawl
Underworld Challenge
Willow Rosebark
5
4
3+
6+
9+
Dauntless, Loner (4+), Side Step, Thick Skull, Indomitable (once per game Willow can increase her ST to double the ST of the target of a successful Dauntless roll)
150 K
Elven Kingdoms League
Withergrasp Doubledrool
6
3
4+
4+
9+
Loner (4+), Prehensile Tail, Tackle, Two Heads, Wrestle, Tentacles, Watch Out (Withergrasp counts as having Dodge for the first time in each half he's targeted by a Block)
170 K
Favoured of Chaos Undivided / Khorne / Nurgle
KICK-OFF EVENTS
2D6 are rolled at every kick-off.
  • 2: Get the Ref: Each team gains a free Bribe Inducement, which can only be used during this game.
  • 3: Time-out: If the kicking team’s turn marker is on turn 6, 7 or 8 for the half, both coaches move their turn marker back one space. Otherwise, both teams move their turn marker forward one space.
  • 4: Solid Defence: D3+3 Open players on the kicking team may be removed and set up again in different locations, following all of the usual set-up rules.
  • 5: High Kick: One Open player on the receiving team may be moved any number of squares, regardless of their MA, and placed in the same square the ball will land in.
  • 6: Cheering Fans: Both coaches roll a D6 and add their number of Cheerleaders. The coach with the highest total may immediately roll once on the Prayers to Nuffle table. In the case of a tie, neither coach rolls on the Prayers to Nuffle table. Note that if you roll a prayer that is currently in effect, you must re-roll it. However, if you roll a result that has been rolled previously but has since expired, there is no need to re-roll it.
  • 7: Brilliant Coaching: Both coaches roll a D6 and add their number of Assistant Coaches. The coach with the highest total gains one extra team reroll for the drive ahead. If this team reroll is not used before the end of this drive, it is lost. In the case of a tie, neither coach gains an extra team reroll.
  • 8: Changing Weather: Make a new roll on the Weather table and apply that result. If the weather conditions are ‘Perfect Conditions’ as a result of this roll, the ball will scatter before landing.
  • 9: Quick Snap: D3+3 Open players on the receiving team may immediately move one square in any direction.
  • 10: Blitz: D3+3 Open players on the kicking team may immediately activate to perform a Move action. One may perform a Blitz action and one may perform a Throw Team-mate action. If a player falls over or is knocked down, no further players can be activated and the Blitz event ends immediately
  • 11: Officious Ref: Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects one of their players from among those on the pitch. In the case of a tie, both coaches randomly select a player. Roll a D6 for the selected player(s). On a roll of 2+, the player is placed Prone and becomes Stunned. On a roll of 1 however, the player is immediately Sent-off.
  • 12: Pitch Invasion: Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects D3 of their players from among those on the pitch. In the case of a tie, both coaches randomly select D3 of their players from among those on the pitch. All of the randomly selected players are Placed Prone and become Stunned.
WEATHER and PITCH RULES (WIP)
Some competition like the Amazon Clash and the Eternal League uses special pitch rules which may replace the standard weather table and/or add additional effects.

Standard weather table
This is the default weather table, used on the human pitch and any other pitch which doesn'thave any special rule. 2D6 are rolled at match start and every Changing Weather kick-off event.
  • 2: Sweltering Heat: D3 randomly selected players from each team that are on the pitch when a drive ends are placed in the Reserves box and miss the following drive.
  • 3: Very Sunny: Apply a -1 modifier on all Passing Ability tests.
  • 4-10: Perfect Conditions: No impact on gameplay
  • 11: Pouring Rain: Apply a -1 modifier on Agility tests to Catch, Pick-up or Interfere
  • 12: Blizzard: Apply a -1 modifier on all Rush tests. Additionally, only Quick and Short passes can be attempted.

Amazon pitch
?

Black Orc pitch
?

Chaos Chosen pitch
If a player is removed during the first half because of Injury, during the second half the weather is automatically Sweltering Heat (D3 randomly selected players from each team that are on the pitch when a drive ends are placed in the Reserves box and miss the following drive), and all Rush attempts suffer a -1 penalty.
If no player is taken off during the first half because of Injury, then the Fan Factor of each team is reduced by 1 for the remainder of the match.

Chaos Renegades pitch
?

Dark Elf pitch
If a touchdown is scored during the first half, during the second half all players suffer from -1 MA to a minimum of 3, and when a player recovers from a Stunned, a D6 is rolled: on a 1, the player remains Stunned for another turn.

Dwarf pitch (Subterranean)
The Dwarf and Skaven pitches share the Subterranean weather table.
  • 2: Bubbling Up From Below: -1 MA. An additional Rush may be attempted.
  • 3: Gloomy: Apply a -1 modifier on all Long Pass and Long Bomb tests. After the first Rush, failure occurs on a D6 result of 1-2.
  • 4-10: Nice Enough: No impact on gameplay
  • 11: Geysers: If a player ins Knocked Down, roll a D6. On a 1, the player is scattered for D3 squares in a random direction. +2 is added to the result of the Injury roll.
  • 12: Seismic Activity: At the end of each turn, a D6 result is added to the number of players with a ST of 5+. If the total is 6 or more, each Manager rolls a D6. The one with the lowest result (or both in case of a tie) has one of their players Knocked Down and the latter must pass an Injury test.

Elven Union pitch
?

Goblin pitch
The Goblin pitch uses its own weather table. It can also become Flooded [how?]. When Flooded, apply a -1 to all Armor Value tests made when failing a Rush or a Dodge. Moreover, when a player recovers from a Stunned, a D6 is rolled: on a 1, the player remains Stunned for another turn.
  • 2-5: Dazzling Sun: Apply a -1 modifier on all Passing Ability tests.
  • 6-8: Light Drizzle: No impact on gameplay.
  • 9-12: Brisk Downpour: Apply a -1 modifier on Agility tests to Catch, Pick-up or Interfere

Halfling pitch
?

Imperial Nobility pitch
?

Lizardmen pitch (Lava)
During the first half, the weather is randomly selected on the standard weather table.
During the second half, it is automatically Sweltering Heat (D3 randomly selected players from each team that are on the pitch when a drive ends are placed in the Reserves box and miss the following drive). Moreover, apply a -1 to all Armor Value tests made when a player is Knocked Down.

Necromantic Horror pitch
During the first half, apply a -1 modifier on all Long Pass and Long Bomb tests.
During the second half, Long Passes and Long Bombes aren't allowed, and apply a -1 modifier on all Dodge, Rush and Leap tests.

Norse pitch
?

Nurgle pitch (Hibernating Garden)
If a player suffers a Casualty during the first half, the pitch will change to Blooming Garden for the second half.
Blooming Garden: the weather is automatically Pouring Rain (-1 on Agility tests to Catch, Pick-up or Interfere) and any player moving 7 or more squares will fall if rolling a 1 for each square beyond the 6th.

Old World Alliance pitch
Both teams earn +1 Fame. Surfed players receive +1 to the result of their Injury roll.

Orc pitch
?

Shambling Undead pitch
In the second half, only Quick and Short passes can be attempted, and any Shambling Undead team gains +1 Fan Factor.

Skaven pitch (Subterranean)
The Dwarf and Skaven pitches share the Subterranean weather table.
  • 2: Bubbling Up From Below: -1 MA. An additional Rush may be attempted.
  • 3: Gloomy: Apply a -1 modifier on all Long Pass and Long Bomb tests. After the first Rush, failure occurs on a D6 result of 1-2.
  • 4-10: Nice Enough: No impact on gameplay
  • 11: Geysers: If a player ins Knocked Down, roll a D6. On a 1, the player is scattered for D3 squares in a random direction. +2 is added to the result of their Injury roll.
  • 12: Seismic Activity: At the end of each turn, a D6 result is added to the number of players with a ST of 5+. If the total is 6 or more, each Manager rolls a D6. The one with the lowest result (or both in case of a tie) has one of their players Knocked Down and the latter must pass an Injury test.

Underworld Denizen pitch


Woof Elf pitch
In the first half, the forest is invigorated by the energy of the match and allows players to Rush on more time than normal.
If at least three Casualties have been inflicted in the first half, the forest becomes more peaceful in the second half. Apply a -1 modifier to all Armour rolls during a Block or Foul and +1 to KO recovery rolls.
TIPS AND LINKS
General advice
  • Manage your luck. Start your turn with actions which don't require dice rolls, like standing up and moving without dodging. Then execute the key actions of your turn such as blitzing and moving the ball, and finally the mundane stuff like blocking for the sake of blocking. Remember that the odds of double skulls are 1/36: it will happen!
  • At team creation, always purchase 2 or more team rerolls. They're much cheaper at this stage and will prove very useful for all your matches.
  • When levelling up players, avoid TV (team value) bloating. Most linemen aren't meant to drive your TV to the roof with situational skills or expensive characteristic upgrades. Block and either Dodge or Guard are probably all they need.
  • Keep an eye on the turn timer. If you get too comfortable with the time allowed, you may find yourself scrambling to execute your last actions.
  • Keep an eye on the turn counter. On turns 7 and 15 you need to move at least one player in position to score on the next turn.

BB community slang
  • Babysitter: a humble lineman sticking next to a friendly big guy to counter their negatrait, i.e. Animal Savagery or Really Stupid
  • Banger: a coach focused on destroying the opposition, typically using bash teams like Dwarves, Orcs or Chaos Chosen
  • Blodge: the combination of Block + Dodge
  • ClawPOMB: the deadly combo of Claw + Piling On + Mighty Blow which plagued the previous editions, nerfed by GW in BB3
  • Crowdsurf or Surf: pushing an opposite player out of the field for a free injury roll
  • Elven bullsh!t: dodging and leaping your way through multiple tackle zones without breaking a sweat
  • KOE: kick-off event
  • Negatrait: any negative trait, or more specifically the ones affecting big guys; e.g. Bone Head or Take Root
  • OT / OTT / OTTD: One-Turner or One-Turn Touchdown, aka scoring in a single turn. A difficult feat achievable either by throwing a stunty player or by chain-pushing a high MV player like a gutter runner
  • (2D/3D) Red Dice or Uphill: when you block a stronger target and the opponent is free to pick which dice to apply
  • Safety: a player left back to react to opposite breakthroughs
  • Snake eyes: rolling two 1s with 2D
  • Stalling: being in position to score but not scoring, either to cause casualties or to reduce the amount of turns left to the opposition to score after the next kick off
  • TO: Turn Over, caused by a failed action

Further reading
Here are community-made sites and guides providing excellent advice to pick, play and develop your teams.
- GrumBBL[grumbbl.co.uk]
- Blood Bowl Tactics[bbtactics.com]
- Blood Bowl Strategies[bloodbowlstrategies.com]
- The Art Of Blocking[www.thenaf.net]
- The Thousand Losses Playbook[www.dropbox.com]

About this guide
Let me know if you have any suggestions or questions!
If you've learned anything from this guide, feel free to upvote / favorite / award it.
And if you enjoy turn-based games, visit Turn-Based Tactics, the largest Steam group dedicated to the genre, run by gamers for gamers.


More guides
Since you enjoy Warhammer Fantasy strategy games, you may be interested in the guide I've written for Total War Warhammer III:
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2756243861
85 Comments
Saint Scylla  [author] 23 Apr @ 5:24am 
Estelle La Veneaux + Ivar Eriksson + Skitter Stab-Stab added to the list of star players
Saint Scylla  [author] 14 Mar @ 2:41am 
Joseph Bugman added to the list of inducements

Good idea Butter Bot, I'm going to gather all the pitch effects
Butter Bot 11 Mar @ 11:35am 
Hello, may I suggest you to add the list of pitch effect?
Saint Scylla  [author] 11 Mar @ 4:06am 
Amazon team + Hit and Run trait added to the guide
Saint Scylla  [author] 10 Mar @ 8:06am 
I'm not sure how your issue is related to this guide?
Anyway I also play on PC and don't suffer from this issue. Sorry, I can't help you here.
kev.outremer 10 Mar @ 6:06am 
WHERE CAN I FIND A LIST OF MOVEMENT CONTROLS ? NEW TO THE GAME , BELIEVE IT OR NOT I CANNOT EVEN GET THE PLAYERS ON THE FIELD..........
THE MOUSE CONTROL IS FAST AND ERRATIC.. hAVE I BOUGHT CORRECTLY, TRYHING TO PLAY THIS ON A WINDOWS PC?
Saint Scylla  [author] 6 Feb @ 1:19am 
Third team build added for Black Orcs
Saint Scylla  [author] 24 Jan @ 1:03am 
Mortuary Assistant added to the list of inducements
RKO 10 Dec, 2024 @ 11:20pm 
Yep(It's a Bug in BB3)