Spike Magazine Cup Pack
Spike Magazine Cup Pack
Spike Magazine Cup Pack
Welcome to the Spike! Magazine Championship Cup - a All Inducements are allowed with the exception of
Blood Bowl Event that brings all the thrills, spills and Special Play Inducements (see below). Inducements
outright carnage you’d expect from any good Blood must be purchased from your Treasury during team
Bowl Tournament. creation and are permanently added to your roster for
the event. Please note the following:
At this tournament, players will be competing for a
spot in Spike! Magazines top ten ‘Pro’ List for this All Inducements, including Star Players, may be
season, as well as the regularly featured Stunty Cup chosen from any of the publications listed above,
and First Place Finisher. or from the list of Legacy Star Players included
at the end of this document.
SCHEDULE
If a team pays a reduced rate for an Inducement
Saturday 12 May 2018 in league play, it pays that reduced rate at this
10-12 Registration event. For example, Halfling teams may Induce a
Master Chef for 100,00 gold pieces rather than
12.00pm-2.30pm Game 1 300,000 gold pieces.
2.30pm-4.00pm Break
4.00pm—6.30pm Game 2 Star Players may be induced, but the team must
contain a minimum of eleven players before
Sunday 13th May 2018 adding any Stars. Coaches are reminded that Star
9.00-11.30 Game 3 Players cannot benefit from Apothecaries; if they
11.30-12.30 Break are injured they refuse to play on and trust their
12.30-3.00pm Game 4 care to their own trusted apothecaries!
3.45 Award Ceremony Please note, Grak & Crumbleberry are available
4.00pm Warhammer Fest Closes for Inducement but only for Halfling and Ogre
teams at this tournament. Their rules say Any
CREATING YOUR TEAM Team, and this is because they are very willing
Teams are created as described on pg22 of the Blood mercenaries in most leagues. In tournaments
Bowl Official Rule Book. Please use the following such as this however, they are far less pragmatic
guidelines for creating your team for the event: and will only play for the teams they want to
win!
Coaches may use any team from the Blood Bowl
Official Rule Book, Death Zone Season 1, Death Note that the Swift Twins and Grak &
Zone Season 2, the Inaugural Blood Bowl Crumbleberry take two Star Player slots (there
Almanac, or the Legacy Teams PDF are two of them). You may not take additional
(BloodBowl.com). Star Players.
In addition, any teams and/or Star Players If both coaches have Induced the same Star
released in the future are in use, unless their Player or member of (In)Famous Coaching Staff,
release date falls on the weekend of the event. both coaches get to use that Inducement.
Duplicates do not cancel each other out. Assume
Coaches have a Treasury of 1,150,000 gold that the character appearing on the losing team
pieces to spend for hiring their team of eleven or was an imposter!
more players, plus any Inducements allowed (see
‘Inducements’ below). Special Play Inducements are not allowed. Please
use the Special Play Cards rules contained in this
Any gold not spent is wasted. You will not be rulespack.
able to choose additional Inducements to make
up any difference between your Team Value and
your opponents. We strongly advise that small
sums leftover be spent on Fan Factor, Assistant
Coaches, or Cheerleaders to make your roster a
round 1,150,000 value.
All coaches may give some of their players additional All Inducements are allowed with the exception of
skills when creating their team. Additional skill Special Play Inducements (see below). Inducements
advances are given to one player after each game must be purchased from your Treasury during team
throughout the course of the tournament. After each creation and are permanently added to your roster for
round, the winning team gains +1 Fan Factor. the event. Please note the following:
The winning team then gains +1 Fan Factor. If both coaches have Induced the same Star
Player or member of (In)Famous Coaching Staff,
Finally, please note that: both coaches get to use that Inducement.
No player may have more than 1 additional skill. Duplicates do not cancel each other out. Assume
No skill may be chosen more than twice as an that the character appearing on the losing team
additional skill (for example, you may add 2x was an imposter!
Block, but not 3).
Special Play Inducements are not allowed. Please
use the Special Play Cards rules contained in this
rulespack.
MODEL REQUIREMENTS PRE-MATCH SEQUENCE
Playing exciting, atmospheric games with fully painted Roll on the Weather Table
miniatures is a big part of many Games Workshop
Events. There-fore all miniatures in your collection Make your opponent aware of Inducements you
must be Games Workshop miniatures and be fully may have.
assembled, painted and based. Each model must fully
represent what you have presented on your Roster Draw Special Play Cards—See ‘Special Play
Sheet. For example, there must be a clear distinction Cards’ below.
between Linemen, Throwers, Blitzers etc.
Determine FAME for both teams
We will politely ask you to remove any models that
don’t meet these standards to protect everyone’s Flip for the Kick (or roll dice if preferred).
experience.
Place the ball, scatter, and roll on the Kick-Off
Furthermore, please contact us to let us know about any Table
conversions or proxies you are planning on using, and
provide us with photos of the models in question where
Let the carnage begin!
possible.
POST-MATCH SEQUENCE
Don’t worry, we fully appreciate awesome hobby skills
and cool models, but we just want to make sure
everything is super clear for your opponent and no Choose one of your players to gain a skill
confusion can arise during games. advance (see ‘Skills’ later on in this pack).
Because all the players are utterly psyched for this event
and will let nothing short of death stop them (and even We will be using Variant One – The Points System for
then, it won’t stop everyone), all your players are pulled Special Play Cards at this event. This system is the
back from the brink by a liberal use of under-the-
closest to the standard rules for choosing Special Play
counter Goblin Mushrooms, Life Magic, Daemonic
Pacts, Pig-Headedness, Necromancy, a healthy dose of cards, but alters the value of the various decks based on
Bugmans XXXXX - you name it! their relative power levels to keep things balanced for
the event.
This means that at the end of each round, your team
fully recovers for the next game. This is to make sure no How it Works
team gets heinously destroyed in the first match, and
allows all the coaches in the cup to get some good
games in without having to worry about their favourite During step 3 of the Pre-Match Sequence, each coach
player getting their head smashed in—beyond the gains 2 points to spend on cards from the various
normal boundaries of a Blood Bowl match, of course!
Special Play card decks. Each coach rolls a D6 and
If you have an Apothecary on your roster he may be whoever scores the highest spends their points first. To
used as normal once per game to force your opponent to spend points, a coach can buy cards from any of the
re-roll the Lasting Injury roll and may then return a available Special Play card decks, in any combination.
Badly Hurt player (11-38 on the Lasting Injury roll) to Each deck has its own cost per card, and the decks
your Reserves Box (see Death Zone 1, page 38). Please available are as follows:
remember that you cannot use an Apothecary on a Star
Player. Deck Points per card
Benefits of Training 2
Masters Of Undeath: Shambling Undead and
Necromantic Horror coaches may attempt to raise one Heroic Feats 2
Zombie per game should the Lasting Injury roll be 61-
68 DEAD, if that player cannot be revived by an Magical Memorabilia 2
Apothecary, and assuming they are ST4 or less and do Dirty Tricks 1
not have the Regeneration skill, the Undead coach may
place a normal, rookie Zombie in the Reserves box of Random Events 1
their dugout. This Zombie is kept for the remainder of
that game and lost before the next. Card decks should contain a minimum of 10 cards.
Once a coach has finished drawing their cards, they may
Nurgle's Rot: Nurgle team coaches may attempt to return any one of them to the bottom of its deck, and
recruit one Rotter per game should the Lasting Injury draw a replacement from the top of the same deck.
roll be 61-68 DEAD as a result of a Block, Blitz or Foul
action by a player with the Nurgle's Rot skill, if that
player cannot be revived by an Apothecary, and
assuming they are ST4 or less and do not have the
Regeneration skill, the Nurgle coach may place a
normal, rookie Rotter in the Reserves box of their
dugout. This Rotter is kept for the remainder of that
game and lost before the next.
Win a game: 60 points Da Stunty Cup for the coach of a Halfling, Ogre or
Draw a game: 30 points Goblin team with the most number of cup points.
Lose a game: 10 points
Then there are bonus points available for the following: The Top Ten - for the Head Coaches who place in
the top Ten of the Pro Ten Cup.
Lose by 1 touchdown: 5 points
Win by 2 touchdowns: 5 points The Blood Bowl Pro for the coach who finishes 1st
Win by 3 or more touchdowns: 10 points overall.
Concede 0 touchdowns: 10 points
Bomber Dribblesnot
Goblin bombardier extraordinaire.
Cost MA ST AG AV
60k 6 2 3 7
Skills: Accurate, Bombardier, Dodge, Loner, Stunty, Right Stuff, Secret Weapon, Stunty
Plays For: Goblin, Ogre, Orc, Chaos Renegade, Underworld Alliance
Boomer
Dwarf bombardier.
Cost MA ST AG AV
60k 4 3 2 9
Skills: Accurate, Bombardier, Block, Loner, Secret Weapon, Thick Skull
Plays For: Dwarf, Norse
Deeproot Strongbranch
The mightiest treeman in the Moot.
Cost MA ST AG AV
300k 2 7 1 10
Skills: Block, Loner, Mighty Blow, Stand Firm, Strong Arm, Thick Skull, Throw Team Mate, Timmm-ber!
Plays For: Halfling
Frank N Stein
The original Flesh Golem.
Cost MA ST AG AV
210k 4 5 1 9
Skills: Break Tackle, Loner, Mighty Blow, Regeneration, Stand Firm, Thick Skull
Plays For: Human, Necromantic, Undead
Flint Churnblade
Dwarf chainsaw wielding loony.
Cost MA ST AG AV
130k 5 3 2 8
Skills: Block, Chainsaw, Loner, Secret Weapon, Thick Skull
Plays For: Dwarf
Headsplitter
Mutant Rat-Ogre of uncharacteristic cunning.
Cost MA ST AG AV
340k 6 6 3 8
Skills: Frenzy, Loner, Mighty Blow, Prehensile Tail
Plays For: Skaven
Lewdgrip Whiparm
Favoured of Slaanesh.
Cost MA ST AG AV
150k 6 3 3 9
Skills: Loner, Pass, Strong Arm, Tentacles
Plays For: Chaos Chosem Chaos Renegades, Nurgle
Max Spleenripper
Chaotic chainsaw wielding loony.
Cost MA ST AG AV
130k 5 4 3 8
Skills: Chainsaw, Loner, Secret Weapon
Plays For: Chaos Chosen, Nurgle
Nobbla Blackwart
Goblin chainsaw wielding loony.
Cost MA ST AG AV
130k 6 2 3 7
Skills: Block, Dodge, Chainsaw, Loner, Secret Weapon, Stunty
Plays For: Chaos Dwarf, Goblin, Ogre, Underworld Alliance
Puggy Baconbreath
The mighty Halfling.
Cost MA ST AG AV
140k 5 3 3 6
Skills: Block, Dodge, Loner, Nerves Of Steel, Right Stuff, Stunty
Plays For: Halfling, Human
Rasta Tailspike
Skaven Skaven catcher.
Cost MA ST AG AV
120k 8 3 3 7
Skills: Catch, Extra Arms, Loner
Plays For: Skaven
Ramtut III
The world’s oldest Star Player.
Cost MA ST AG AV
380k 5 6 1 9
Skills: Break Tackle, Loner, Mighty Blow, Regeneration, Wrestle
Plays For: Khemri, Necromantic, Undead
Rashnak Backstabber
Hobgoblin assassin.
Cost MA ST AG AV
200k 7 3 3 7
Skills: Dodge, Loner, Side Step, Sneaky Git, Stab
Plays For: Chaos Dwarf
Ugroth Bolgrot
The other ’Ripper’, Orc chainsaw wielding loony.
Cost MA ST AG AV
100k 5 3 3 9
Skills: Chainsaw, Loner, Secret Weapon
Plays For: Orc. Chaos Renegade
Zzharg Madeye
Chaos Dwarf munitioneer.
Cost MA ST AG AV
90k 4 4 3 9
Skills: Hail Mary Pass, Loner, Pass, Secret Weapon, Strong Arm, Sure Hands, Tackle, Thick Skull
Plays For: Chaos Dwarf, Chaos Renegade