Slaanesh Elf: # Position Cost Ma ST Ag Av Skills Skills Doubles

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Slaanesh Elf

Elves giving in to chaos are rare. But it happens. Almost without exception these degenerates turn to
Slaneesh (who was a elven god once). Without any moral standards and with care for naught but
pleasure they are of course almost perfect Blood Bowl players. Hence the Slaanesh Elf Blood Bowl
team.They will mostly dress in the pastell colours of Slaanesh and seems to prefer complex patterns.

Players:

# Position Cost MA ST AG AV Skills Skills Doubles


0-
Chaos Cultist 40,000 6 3 3 7 G ASPM
16
0-2 High Elf Slave 60,000 6 3 4 7 Pass, Pride GAP S
0-2 Wood Elf Slave 60,000 7 3 4 7 Pride GA SP
0-4 Catcher 70,000 7 3 4 7 Dodge, Idleness GA SPM
0-2 Blitzer 90,000 7 3 4 8 Block, Cruelty, Frenzy GA SPM
Keeper of Loner, Claw, Horns, Extra
0-1 180,000 6 7 3 9 S GAPM
Secrets Arms, Daemonic Aura, Unstable

Rerolls: 60,000
Apothecary: Yes, as normal.
Head Coach: Yes, as normal.

New skills/traits:
Cruelty: If there is a prone/stunned player, regardless of team, next to this player at the beginning of
HIS turn, roll a d6. On a result of 1, this player MUST move first this turn (you may not skip him) and
declare a Foul action, moving towards and Fouling a prone opponent

Idleness: If this player scores a touchdown, roll a d6. On a roll of 1, the player feels he has done
enough for a while and will retreat to the dugout for the next drive, indulging in whatever he, she or it
fancies. The player will miss the next drive, but will be available for play again after that drive.

Pride: Captured elves are often used by Slaanesh elves as cannonfodder and to do the
unglamourous work of throwing and being handy when a high AG player is needed for something
dangerous. But unfortunately elves are a proud race and not broken easily. This skill operates as
Bonehead. This negative skill can be bought away by expending a double on a Star Player roll. If you
choose to do this the slave will receive a +1 AV bonus. If the slave survives to gain his third star
player roll he will lose his pride skill automatically. Though he will not gain the +1 AV.

Secret Weapons:
Slaanesh Elf teams may have one player with a Poisoned Dagger. Slaves that still have Pride cannot
have a Secret Weapon.

Stadium:
The debauchery in the locker rooms of a Slaanesh Elf locker room cannot be described. It is not
unknown for the coach of the Slaanesh Elves to send some of the more attractive slaves over to the
other side of the stadium to "entertain his guests" in his stadium. Roll a D6 at the beginning of EACH
drive of a home Slaanesh Elf stadium game. On a 6, one random opposing player misses this drive,
but will be available for the following drive.
Heroes of Law
# Position price MA ST AG AV Skills Skills Doubles

0- Dwarf
70,000 4 3 2 9 Block, Honourable, Tackle, Thick Skull GS AP
12 Longbeards

0-
Halflings 30,000 5 2 3 6 Dodge, Stunty, Right Stuff, Honorable A GSP
6

High Elf
0-
Phoenix 80,000 6 3 4 8 Honorable, Pass GAP S
2
Warrior

0- High Elf Lion


90,000 8 3 4 7 Honorable, Catch GA SP
2 Warrior

0-
Human Blitzers 90,000 7 3 3 8 Honorable, Block GAS P
4

0- Loner, Mighty Blow, Thick Skull, Stand Firm,


Treeman 110,000 2 6 1 10 S GAP
1 Throw Team Mate, Take Root, Honorable

Rerolls:50,000
Apothecary: Yes, Standard
Head Coach: Standard

Traits:
Honorable: A player with this trait may not foul or assist with a foul action.

Secret Weapons:
The Heroes of Law will not use Secret weapons or hire players who do.

Special Team Rules:


 The Imperial team will not use any Dirty Trick special play cards.
 Before each match, two random players from the team (who do not have to miss the game
from previous injury or niggle) will miss the game due to more important commitment (charity
fundraisers and other good deeds). Not wanting to completely abandon their teammates, you
can never go below 11 starting players due to this rule. You do not have to make this roll, if
the opponent for the match will be the Evil Gits.
 The Heroes of Law add +1 to any roll on the Fan Factor table in addition of any other bonuses
or penalties.

Stadium:
Heroes of Law teams may only purchase Terracing or a Stadium, they may not purchase or upgrade
to a Grandstand.

During a home Stadium game for the Heroes of Law, all the players will show up to play (ie ignore the
special team rule about a random player missing the game.)
The Evil Gits
Special team rules by David Metcalfe with modifications to make it more like the 1st edition Blood
Bowl version of this team by Tom Anders.

# Position price MA ST AG AV Skills Skills Doubles


0-
Hobgoblin 40,000 6 3 3 7 None G ASP
12
0-
Goblin 40,000 6 2 3 7 Right Stuff, Dodge, Stunty A GSP
6
0-
Half-Orc Blitzer 90,000 6 3 2 8 Tackle, Sure Hands, Block GS AP
2
0-
Dark Elf Thrower 90,000 6 3 4 8 Pass GAP S
2
0- Skaven Gutter
80,000 9 2 4 7 Dodge GA SP
2 Runner
0-
Black Orc Blocker 80,000 4 4 2 9 None GS AP
2
Loner, Bonehead, Throw
0-
Ogre 120,000 5 5 2 9 TeamMate Mighty Blow, S GAP
1
Thick Skull
Rerolls: 80,000
Apothecary: Yes, Standard
Head Coach: Yes, Standard

Secret Weapons:
MUST have at least 2, may have up to 4. If a player death or retirement takes the total number of
secret weapon players below two, then the next purchased player must have a secret weapon. Here
are the weapons that can be used by each player:

 Hobgoblin: Chainsaw, Explosive Bomb, Poisoned Dagger


 Goblin: Explosive Bomb, Stink Bomb, Chainsaw, Pogo Stick
 Half-Orc: Blunderbuss, Chainsaw, Poisoned Dagger
 Dark Elf: Poisoned Dagger
 Skaven: Blunderbuss (Jezzail), Chainsaw, Poisoned Dagger
 Black Orc: Chainsaw

Special Rules
 At the end of the game roll a D3 (+1 if you lost), this is how many random players make a
casualty roll due to post-match fighting. Note: if the team has an apothecary and he has not
been used during the match, the apothecary hangs around the locker room after the game
hoping there will not be a post-match brawl, but ready to lend his services if there is. You may
use an unused team apothecary to cure any injury from post-match fighting (unused personal
apothecary can heal post-match locker room Injuries for their player as well).

Stadium:
During a home stadium game, the Evil Gits act like a true team. You do not need to roll the D3 for
serious injuries to players at the end of the game IF THEY WIN. In addition, any Sent Off player (for
fouling or secret weapons) will only miss the rest of the current half instead of the rest of the game (a
player ejected at half time will miss the entire second half, but will show up for overtime if there is
one). The fans have more secret tunnels and bribed officials in the stadium then could ever be
monitored ... making it fairly easy to smuggle these players back in.
Kick It!: Experimental Kicking Rules
MBBL2 version, modified fron Blood Bowl Annual 2003
THE KICKING RULES
These rules are designed to allow you to include Kickers in your Blood Bowl league. If you want to
use these rules, you'll need to make a few alterations to the usual Blood Bowl rulebook. The first
thing you'll need, of course, is Kickers, but you'll also find rules for new skills and modifications to
the usual game of Blood Bowl.

KICKERS
The following teams now have a 0-1 Kicker position added to the roster.

Roster Position Cost MA ST AG AV Skills Skills Doubles


Amazon Kicker 70,000 6 3 3 7 Dodge, Kick GK ASP
Chaos Beastman 80,000 6 3 3 8 Horns, Kick GSK APM
Kicker
Chaos Dwarf Hobgoblin 70,000 6 3 3 7 Kick GK ASP
Kicker
Dark Elf Kicker 90,000 6 3 4 8 Kick GAK SP
Dwarf Kicker 80,000 6 3 3 8 Kick, Thick Skull GK AS
Goblin Kicker 60,000 6 2 3 7 Dodge, Stunty, Right AK GSP
Stuff, Kick
Halfling Kicker 50,000 5 2 3 6 Dodge, Stunty, Right AK GSP
Stuff, Kick
High Elf Griffin 80,000 6 3 4 8 Kick GAK SP
Warrior
Human Kicker 70,000 6 3 3 8 Kick GK ASP
Khemri Kik-Ra 70,000 5 3 2 7 Kick, Regenerate GK ASP
Lizardman Skink 80,000 8 2 3 7 Dodge, Stunty, Kick AK GSP
Kicker
Necromantic Ghoul 90,000 7 3 3 7 Dodge, Kick GAK SP
Kicker
Norse Kicker 70,000 6 3 3 7 Block, Kick GK ASP
Orc Kicker 70,000 5 3 3 8 Kick GK ASP
Skaven Kicker 70,000 7 3 3 7 Kick GK M
Wood Elf Kicker 90,000 7 3 4 7 Kick GAK SP
THE KICK ACTION
Once per team turn, a player on the moving team is allowed to make a Kick action. The player is
allowed to make a normal move, and after he has completed the move, he MUST kick the football.
Note that the player does not have to be holding the ball at the start of the action; he could use his
Movement allowance to run over and pick up a dropped ball and then kick it, for example.

The Kick

First, the Coach must declare whether the player is kicking a field goal or not. Next, the coach
declares where the player is trying to kick the ball. To do this, he lines up the Throw-in template over
the player's head, with the 3-4 arrow (which indicates the intended direction) aimed at any adjacent
square.

The following two diagrams show a area that a ball could be kicked to based on the declared
direction. The Arrow shows the 3-4 direction on the Throw-in template.
Next, the coach must make a roll to get the kick away. Look up the player's Agility on the Agility table
to find the score required to successfully kick the ball.

Kicking Modifiers
-----------------
Kicking the Ball +0
Per opposing tackle zone on the player -1
Attempting to kick a field goal -1
Attempting a Field Goal from
a Wide Zone square -1

Roll a D6, and add or subtract any of the modifiers that apply to the dice roll. A roll of 1 before
modification always fails, and a roll of 6 before modification always succeeds. If the final modified
score equals or beats the required roll, the player has kicked the ball away without mishap. If the
dice roll is less than the required total, then the kick has been shanked, with the effects described
below.

A player who has successfully kicked the ball away must then roll a D6 for the distance of the kick.

The ball will travel a number of squares equal to the roll of one dice plus the player's Strength score.
A shanked kick will travel half this distance, rounded down (so a roll of 2 plus an Strength of 3 yields
5, which is cut in half and rounded down to two squares).

After determining the distance, you must determine where the ball lands:

For an accurate kick, you must place the ball the exact number of squares away based on the
distance rolled unless you have the Pooch Kick skill. Example if the player in the picture below had
rolled a distance of 3 for an accurate kick, he could have the ball land in any of the square in the blue
outline.

For a shanked kick, the ball has been kicked off the side of the foot and flies away to the side. Roll a
D6, on a 1-3, the ball will follow the left hand arrow on the throw-in template. On a 4-6, the ball will
follow the right hand arrow on the throw-in template. Examples below for a shanked kick to the left
with a distance roll of 7 (distance=3 squares) for the target of the kick:
If a kicked ball lands in a square occupied by a standing player, then that player may attempt to
catch it, following the normal rules for catching the football (the kick counts as an inaccurate pass
+0). If it lands in a square that contains a prone player, or in an unoccupied square, then it will
bounce as normal.

A kicked ball that goes into the stands is immediately thrown back in by the eager spectators, again
following the usual rules. The one exception to this is if you have declared in advnace that you are
attemping a field goal and the ball has been kicked clear over the middle three squares in an
opposing team's End Zone. This is called a 'Field Goal,' and is covered below.

BLOCKED KICKS AND FUMBLES

When a player kicks the football, various things can go wrong. Usually the ball will go in the wrong
direction, or fall short of the goal. These events are handled by the normal Kicking rules. Sometimes,
however, the Kicker may completely fumble the kick, dropping the ball in his own square, or an
opposing player may block the ball before the Kicker gets it away. Both of these events are handled
by the rules below:

Blocked Kicks

One player on the opposing team may attempt to kick block a kicked ball. To be eligible to attempt a
kick block, the player must be standing adjacent to the Kicker, and must be in one of the squares
targeted by the Throw-in template used to determine the direction of the kick. The opposing coach
must declare the one of his players will try a kick block before the Kicker rolls to see if his kick is
away, just like a player has to attempt an interception before the Passer rolls the pass. Look up the
player's Agility on the Agility table to find the score required to successfully block the kick.

Kick Block Modifiers


--------------------
Attempting a kick block -1
Per opposing tackle zone on the player -1

Roll a D6, and add or subtract any of the modifiers that apply to the dice roll. A roll of 1 before
modification always fails, and a roll of 6 before modification always succeeds. If the final modified
score is less than the required total, then the player fails to block the kick, and the kick can carry on
as normal. If the dice roll equals or beats the required roll, however, then the player succeeds in
blocking the kick. A blocked kick will bounce once from the kick blocker's square, as normal. A
blocked kick counts as a Turnover, and the moving team's turn ends immediately.

Fumbles

Sometimes a player attempted to kick the ball will drop it in his own square. This is more likely if the
player has any opposing players breathing down his neck! To represent this, if the dice roll to get a
kick away is 1 or less before or after modification, then the Kicker has fumbled and dropped the ball.
The ball will scatter once from the Kicker's square. A fumble counts as a Turnover, and the moving
team's turn ends immediately.
TURNOVERS

In accordance with the sacred texts of Nuffle, a Kick action always results in a Turnover, no matter
what the result of the kick itself. The Turnover does not take place until the player has completed
the Kick action and the ball has finally come to rest. If one of your players catches a kick in the
Opposing End Zone when the ball comes to rest, you are award a touchdown before your turn ends.

FIELD GOALS

If you use the Field Goal rules for your league, both a Touchdown or a Field Goal are worth one
point.

A team scores a field goal when one of its players taking a Kick action kicks the ball over the middle
three squares in the opposition's Field Goal area and immediately through the End Zone, into the
crowd. As soon as this happens play stops, the crowd cheers and whistles, and the cheerleaders
dance about waving pom-poms. The coach of the scoring team has our permission to leap about and
cheer a bit, too, while moving the Score Marker one space along the track of his side of the board.

The Field Goal area consists of the middle three squares in the opponent's End Zone, as indicated by
the outlined area in the diagram below.

IMPORTANT: A Field Goal counts for a score only if you first declared you were attempting a field
goal and the ball is kicked out of bounds after last passing one of the indicated three squares. Balls
that bounce out of bounds after landing in one of the indicated squares, or that go out of bounds
somewhere else and are then thrown out of bounds over any of the indicated squares, or that get
kick blocked or fumbled over the line, etc. do not count as field goals, and the crowd will throw
these balls back into play using the normal throw-in rules. Note: If you have failed to declare your
attempt to score a field goal, then it will be a crowd thrown in ball even if it goes over the 3 field goal
squares.

KICK-OFFS

If you are using these rules, then at least one player must be set up to kick the football. This player
may not be set up in either Wide Zone, nor may he be set up on the Line of Scrimmage (the same
restrictions that apply to using the Kick skill on a kick-off).

If the kicking team has failed to set up a player to kick the ball, or was unable to do so, then the
receiving team is awarded a touchback - the other players are so hopelessly uncoordinated, they
can't ever seem to keep the ball in play!

STAR PLAYER POINTS

A successful Field Goal is worth two Star Player Points, and a successful Kick Block is worth two SPPs
as well.
KICKING SKILLS

In order to use the Kickers of course, you'll need a whole set of Kicking skills. And your're in luck
because we have them right here!

All players not previously noted can consider Kick skills as being available on a Double.

Dirty Kick (Kicking Skill)


The player is skilled at kicking his opponent right where it hurts in a swift and devastating attack, and
may use this skill instead of making a Block. This attack is a great equalizer, so ignore the Strength
values and any assists for the players involved. Roll a dice and, consult the table below.

1: The Kicker is knocked over, but do not make an Armour roll for him.
2: The defender fends the Kicker off. Leave both players where they stand, and the Dirty Kick has no
effect.
3-4: The defender backs away before he can be kicked. Treat this as a pushback result on the
Blocking dice, but the defending coach may choose the target square.
5: The Kicker connects with the defender, hard! Place the defender face up in his square, but do not
make an armour roll for him.
6: The defender is kicked where it hurts! Place him face down in his square as if he has been Stunned

Extra Leg (Physical Ability)


The player may add +1 to any attempt to get the ball away when he kicks it.

Kick (Kicking Skill)


The player is skilled at 'hooking' the ball when he kicks it. This player may kick from a Wide Zone
without the -1 penalty.

Kick (Kicking Skill)


The Kick skill is moved from General to a Kicking skill. The new description is:

The player is a skilled kicker. A player with this skill may re-roll the dice if he fumbles or shanks a roll
the Away roll of a normal Kick action. In addition if this player is set up on the field when his team
kicks off not in either wide zone or on the line of scrimmage. the player is allowed to take the kick-
off. Because his kick is so accurate, the number of squares that the ball scatters on kick-off is halved,
rounding any fractions down (ie. 1=0, 2-3=1, 4-5=2, 6=3).

Pooch Kick (Kicking Skill)


The player is skilled at kicking the ball 'just right'. When he kicks the ball, treat the distance roll as a
range. The player may choose to drop the ball into play at any point in the target kicking area.

Strong Leg (Kicking Trait)


The player has a rocker of a leg! The player may add twice his Strength (instead of his just his
Strength) to any distance rolls for this player when he kicks the football.

OTHER SKILLS

Finally, you'll need to change the descriptions of the following:


Nerves of Steel, Foul Appearance, and Very Sunny: Effect the Away roll just like a Pass.
Pass Block: Can be used if the 3 squares of movement would place him adjacent to the kicker.
Very Long Legs: Add +1 to Kick Block attempts.

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