Welcome to the WwW Blood Bowl league. We are an 8 team league with coaches from all over London. We use a lot of the LRB 5.0 rules, but we've also changed a lot of things to try and make running teams in perpetuity more viable. We owe many of our rules, or at least the inspiration thereof to MadLordAnarchy from the AD Blood Bowl League.
Below you will find links to our house rules, as well as team rosters, fixture lists and the draft board.
This is the fixture list, currently applying to the inaugural season of the WwW Blood Bowl League. It is broken down by week, though these are conceptual weeks rather than chronometric weeks. If you want to see an individual team's fixture list then you can find that by checking out the Team Page.
Each team plays an 8 game season. Home and away matches against the other three teams in their conference. Plus two cross-conference matches based on seeding.
| Revengers' Tragedy (casualties: |
1-2 1-3 |
Surreal Madrid ) |
| Red Terror (casualties: |
1-1 3-3 |
Divisible Primes ) |
| Tanglewood Longshanks (casualties: |
1-3 1-2 |
Underworld Exiles ) |
| Dark Matters (casualties: |
1-2 2-2 |
Hate Machine ) |
| Divisible Primes (casualties: |
0-4 0-3 |
Revengers' Tragedy ) |
| Surreal Madrid (casualties: |
2-2 3-1 |
Red Terror ) |
| Hate Machine (casualties: |
1-2 2-4 |
Tanglewood Longshanks ) |
| Underworld Exiles (casualties: |
4-2 1-3 |
Dark Matters ) |
| Revengers' Tragedy (casualties: |
0-2 1-2 |
Hate Machine ) |
| Divisible Primes (casualties: |
2-2 0-1 |
Tanglewood Longshanks ) |
| Surreal Madrid (casualties: |
3-1 4-0 |
Dark Matters ) |
| Red Terror (casualties: |
2-2 2-1 |
Underworld Exiles ) |
| Divisible Primes (casualties: |
2-0 2-0 |
Surreal Madrid ) |
| Revengers' Tragedy (casualties: |
3-1 3-0 |
Red Terror ) |
| Hate Machine (casualties: |
1-0 1-3 |
Underworld Exiles ) |
| Tanglewood Longshanks (casualties: |
3-2 1-1 |
Dark Matters ) |
| Surreal Madrid (casualties: |
0-1 2-3 |
Revengers' Tragedy ) |
| Divisible Primes | @ | Red Terror |
| Underworld Exiles (casualties: |
1-2 5-2 |
Tanglewood Longshanks ) |
| Hate Machine (casulaties: |
0-1 0-2 |
Dark Matters ) |
| Tanglewood Longshanks (casualites: |
1-2 2-1 |
Revengers' Tragedy ) |
| Hate Machine | @ | Divisible Primes |
| Underworld Exiles (casualties: |
4-1 5-1 |
Surreal Madrid ) |
| Dark Matters | @ | Red Terror |
| Red Terror | @ | Revengers' Tragedy |
| Surreal Madrid | @ | Divisible Primes |
| Dark Matters | @ | Tanglewood Longshanks |
| Underworld Exiles | @ | Hate Machine |
| Revengers' Tragedy | @ | Divisible Primes |
| Red Terror | @ | Surreal Madrid |
| Tanglewood Longshanks | @ | Hate Machine |
| Dark Matters | @ | Underworld Exiles |
Our ruleset is based of the LRB5 version which can be found here.
There are several modifications to these rules. The details of which can be found below, divided into categories. Most of these rules affect the league outside of the game. But several tables in use in game have also been changed.
There are several types of coaching staff available. A team may hire an apothecary, up to ten cheerleaders, up to ten assistant coaches and up to two positional coaches.
At the end of a match an apothecary can cure serious injury or death on one player with a d6 roll of a 2+.
Assistant coaches provide bonuses on certain kick off table results. Additionally when rolling for special play cards at the beginning of the match the team should roll a d6 for each pair of assisstant coaches. For each 6 they roll, the team may draw an additional dirty trick.
Cheerleaders provide similar bonuses, however for each 6 the team may draw a random event instead. Additionally for each 5 cheerleaders a team has their fan factor increases by 1 for home games, for all purposes including the gate roll.
Positional coaches provide additional rerolls. They can only be used once in a match, but they can be used in the same turn as a normal team reroll. Like team rerolls they can only be used in the teams own turn. The reroll works automatically for home games, but on a 4+ for away games. There are five types.
| Position | Type of Roll |
|---|---|
| Rushing | Dodges, Exerts |
| Blocking | Blocks, Dauntless rolls, Foul Appearance rolls |
| Fouling | Fouls, Stabs, Argue the Call rolls. |
| Passing | Passes, Catching passes, Safe Throw rolls |
| Handling | Picking up, Catching bouncing balls |
At the end of every season, roll a d6 for each member of coaching staff. On a 1 they retire.
Retired players can be assigned to become an assistant coach or a positional coach. To become a positional coach they must possess at least one of three skills relevant to that position, as follows;
| Position | Skill |
|---|---|
| Rushing | Dodge or Sprint or Sure Feet |
| Blocking | Block or Dauntless or Tackle |
| Fouling | Dirty Player or Sneaky Git or Stab |
| Passing | Pass or Catch or Dump Off |
| Handling | Sure Hands or Strip Ball or Nerves of Steel |
Other changes from the LRB are highlighted here, as well as certain features of the LRB that it seems to be worth highlighting.
The illegal procedure rule is not in effect. Coaches should make an effort to remember their turn counters and remind each other where necessary.
The kick off table should be rolled before scattering the ball. The result should still be resolved before the ball bounces.
Any player actions that have ocurred since the last dice roll may be taken back. Any action that involved a dice roll should not be taken back. If an action is interrupted by a special play card it may not be adjusted.
You may only use team (and coach) rerolls on your own team's turn. This includes turns gained by use of special play cards or kick off table results, but not individual actions that occur outside the normal turn order.
There is no time limit on turns. This will be reviewed if matches take too long. The other conditions that cause turnovers are as standard - it is recommended that these are read closely, especially as they apply to special play cards.
Any casualty caused by a player through a block or a foul earns SPPs. This includes pushing into the crowd, stab, secret weapons and special play cards.
Throw-ins may be intercepted, by players under the path of the ball or adjacent to the path. This does earn SPPs.
Team rerolls may not be used to reroll armour rolls that are the result of blocks. Injury rolls may not be rerolled under any circumstances.
If one team cannot field any players the game continues and the other team may either run out the clock or attempt to score as they wish. A match may not be conceded, it may only be ended early due to extreme weather, see the weather table. There is no overtime procedure in regular season play. Post-season games feature sudden death overtime.
Roster creation, the kick-off table and the weather table have been changed. See the relevant sections of the house rules
FAME is not in use. The determination of gate is done by the prior rules system, for each point of fan factor a teams coach rolls one d6. The sum of the results is the number of thousand fans that have turned up to the match. If the team's stadium does not have sufficient capacity then the gate will simply be the teams capacity.
A player may intercept in the normal positions as well as if he is adjacent to either the thrower or receiver and no more then 90 degress from the line of the pass. This may be difficult to understand from this wording, but basically common sense should rule until we can provide a diagram.
An interception roll is made before the pass roll. This seems illogical but it is an abstraction and it does work.
A fumble will occur on a natural 1 or an inaccurate throw modified to a 1 by tackle zones. No other form of modifier may cause a fumble.
When a pass action is taken a turnover only occurs if the ball is fumbled by the passer or comes to rest and is not in possession of the moving team. If the ball comes to rest in the possession of a member of the opposite team they are credited with an interception and earn SPPs.
Fouls can be rerolled with team rerolls or with rerolls from a fouling coach. If the result is a double before or after rerolling the player is sent off (ie you cannot reroll to avoid being sent off, just to break armour, you are sent off if the reroll is a double even if the first roll was not).
The casualty table has been replaced with Sigurd's Injury Table. (1-3 Badly Hurt, 4-5 Seriously Injured (roll on the SI table) 6 Dead).
Any action that earns SPPs should be recorded immediately. The player's SPP total should be updated immediately and if a new threshold is reached a skill roll should be made and a skill assigned straight away.
At the end of the match each team is award two MVPs. The random MVP should be assigned with an equal chance for each member of the team designated as active for the game. The focused MVP should be assigned with an equal chance for each player that earned SPPs during the match (not including the random MVP).
Inducements are in effect, but there are some changes. Inducements purchased by the favourite from petty cash do not count towards the TR and hence are not balanced by inducements for the underdog. The allowed inducements are;
(i) Up to 2 bloodweiser babes at 50k each.
(ii) Up to 2 additional apothecaries at 100k each. (A player may not be treated by more than one apothecary).
(iii) Unlimited Dirty Trick or Random Event special play cards at 100k each.
(iv) A single Magic Item special play card at 150k. (This is the only way for a team to take a second Magic Item other than the intervention of the Chaos Gods).
(v) Up to 4 additional rerolls at 100k each.
Bribes, Igors, Mercenaries and Journeymen are not in effect.
The post match sequence follows the same steps but each one has been heavily modified. See the house rules for the post match. Spiralling expenses are not in effect.
Post-season matches follow the same procedure as regular season matches. Inducements are still used and there are no special rewards for winning post season matches other than prestige and a good chance of Fan Factor increase.
The LRB special play cards are not used. The old Death Zone special play cards are in use. Certain cards are not permitted and should be discarded if drawn and a replacement drawn instead. Disallowed cards are; Peaked (Random Event), Bankruptcy (Random Event), Referee!! (Dirty Trick).
| d66 | Result | Effect |
|---|---|---|
| 11 | None: | No Effect |
| 12 | None: | No Effect |
| 13 | Weather: | If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather. |
| 14 | Weather: | If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather. |
| 15 | Bad Weather: | If the weather has a type increase by d4+1. If there is no type roll on the weather table (reroll a ‘nice’ result) and roll d4+4 for the new level of weather. |
| 16 | Extreme Weather: | If the weather has a type increase by d6+1. If there is no type roll on the weather table (reroll a ‘nice’ result) and roll d4+6 for the new level of weather. |
| 21 | None: | No Effect |
| 22 | Weather: | If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather. |
| 23 | Weather: | If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather. |
| 24 | Cheering Fans: | Both coaches roll d6 + Fan Factor + Cheerleaders. Highest score gains an extra re-roll this half. Home team wins ties. |
| 25 | Booing Fans: | Each coach rolls d6 + Fan Factor + Cheerleaders. Lowest score loses a re-roll this half. Home team wins ties. |
| 26 | Fan Chant: | Each coach rolls 2d6 + Fan Factor + Cheerleaders. Highest score gains a re-roll this half, low score loses a re-roll this half. Home team wins ties. |
| 31 | None: | No Effect |
| 32 | Weather: | If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather. |
| 33 | Weather: | If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather. |
| 34 | Brilliant Coaching: | Both coaches roll d6 + assistant coaches. High score gains an extra re-roll this half. Home team wins ties. |
| 35 | Excellent Coaching: | Each coach rolls d6 + positional coaches. High score gains an extra re-roll this half. Home team wins ties. |
| 36 | Inspirational Coaching: | Both coaches roll 2d6 + coaching staff. High score gains a re-roll this half. Low score loses a re-roll this half. Home team wins ties. |
| 41 | Weather: | If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather. |
| 42 | Weather: | If the weather has a type roll a d6; 1-3 gets worse, 4-6 gets better. Increase or decrease by d3. If there is no type roll on the weather table and roll d4+2 for the new level of weather. |
| 43 | Bad Kick: | The kick scatters 2d6 squares. |
| 44 | Great Kick: | Before rolling scatter the kicking team selects either the d8 or the d6, and sets the value of this die. They then roll the second die to resolve the kick off. |
| 45 | “It’s come down with snow on top”: | The ball is kicked so high that it comes down with snow on top, there is a –1 penalty on ball-handling for the subsequent turn. (note counts as Bad Kick in an indoor stadium). |
| 46 | Violent Kick-Off: | The kicker launches the ball at an opponent on the line of scrimmage. Place the player prone and roll for armour. |
| 51 | Throw a Rock: | Each coach rolls 2d6 + Fan Factor. Highest score’s fans throw a rock at a random opponent on the pitch, roll for damage. Home team wins ties. |
| 52 | Terrace Fight: | Both coaches roll 2d6 + Fan Factor. Lowest score has their Fan Factor reduced by 1 permanently. |
| 53 | Scuffles: | Scuffles hold up the game by d3 turns, move the turn counter along immediately. |
| 54 | Riot: | Riots hold up the game by d6 turns, move the turn counter immediately. |
| 55 | Pitch Invasion: | Each coach rolls 2d6 + Fan Factor, high score’s fans invade the pitch and injure d6 opponents on the pitch, roll for damage. Home team wins ties. Low score may roll 2d6 with 10+ reducing opponent’s Fan Factor by 1 point permanently. |
| 56 | Mass Invasion: | Both sides invade the pitch, with effects as pitch invasion though all players and coaching staff may be injured and both sides may suffer Fan Factor loss. If a positional coach or apothecary is targeted then move straight to sigurd’s injury table. If assistant coaches or cheerleaders are targeted roll d6 to indicate how many are killed. |
| 61 | Get the Ref: | Each coach rolls 2d6 + Fan Factor, highest score’s fans attack the ref. Home team wins ties. The winning team will not have any penalties called against them for the rest of the half. |
| 62 | Quick Snap: | All players on the receiving team may immediately move up to one square ignoring tackle zones and set-up rules. |
| 63 | Perfect Defence: | The kicking team’s coach may set up the defence again. |
| 64 | One-man Rush: | The kicking team’s coach may select one player to take any action prior to the receiving team’s turn. |
| 65 | Blitz: | The kicking team’s coach may take an extra turn prior to the receiving team’s turn. |
| 66 | Intervention of the Chaos Gods: | An extra-planar being takes an interest in the game, roll d12 and consult the table below. Where the effects target a single team or player, roll a d6 to decide team 1-3 receiving, 4-6 kicking, and a d16 to determine player. |
| 1 | Perfect Storm: | Roll on the weather table to determine a different weather type to the current one (reroll a ‘nice’ result). Roll d4+8 for the new level of weather. This weather occurs even in an indoor stadium. |
| 2 | Vortex Ball: | At the end of each team’s turn the ball teleports 3 spaces in a random direction, taking any player holding the ball with it. |
| 3 | Time Warp: | Move the turn counter back d3 turns (if this would take it below turn one the half should gain extra turns). |
| 4 | Transmogrification: | A random player is replaced until the end of the drive by a beastman with the following additional mutations: Claw, Two Heads, Prehensile Tail. The player retains any skills they have already. |
| 5 | Randomizer Field: | Both coaches may draw 2 new special play cards, one of which may be a magic item. The two special play cards must be discarded at the end of the drive. |
| 6 | Judgement Day: | 3 random players are removed from the pitch and placed into their teams reserves box. |
| 7 | Blessing of Chaos: | A random player may choose a new mutation to gain. |
| 8 | Chosen of Chaos: | One team may immediately add a new unsigned player to their roster. The player may be signed instantly if the team has the funds. Roll a d6 to decided which player table they come from 1-3 Common, 4-5 Uncommon, 6 Roll a second d6: 1-5 Rare, 6 Ultra Rare. |
| 9 | Chaos Bomb: | All players on the line of scrimmage are knocked over. Each of them is considered to be under the effects of the Random Event “Duh! Where am I?” for the rest of the drive. |
| 10 | Warriors of Chaos: | Skaven, Human and Orc Lineman are changed into Chaos Warriors for the rest of the drive. They retain any skills they have already. |
| 11 | Children of Chaos: | Zombies, Skeletons, Goblins, Halflings, Hobgoblins and Thralls are changed into chaos squigs for the rest of the drive. Their stats become 6 2 4 7, and they gain the skills Regenerate, Stunty and Dauntless. They retain any skills they have already. |
| 12 | Total Chaos: | All players who are knocked out, badly hurt, seriously injured or dead are restored to perfect health. Along with any substitutes they are lined up in their own teams endzone. Placement is determined by the coaches in the same manner as normal set up. |
Credit for this kick-off table to Brave Sir Robin and Learned Hand. Significant thanks to MadLordAnarchy for many of the ideas. Additional Modifications contributed by Johan Denerad and Cardinal Sin.
| Attachment | Size |
|---|---|
| Kick Off Table.doc | 72.5 KB |
The league features eight teams divided in to two conferences of four teams. The conferences are organised geographically and so the teams stay in their conferences. Each team plays the other three teams in their own conference twice, once home and once away. Each team also plays two cross conference matches against the two similarly seeded teams in the opposite conference, one home, one away.
The standings are ordered by points, with tiebreakers being head-to-head, strength of schedule, conference record, touchdown difference, casualty difference, touchdowns for, casualties against, dice roll. The post-season features semi finals and a final. The semi-finals feature the winner of each conference hosting the runner up from the opposing conference. The final takes place at a neutral location.
| # | Race | Type | Position | MA | ST | AG | AV | Skills | Access | Cost |
| 1 | Vampire | Blitzer | Vampire | 6 | 4 | 4 | 8 | Hypnotic Gaze, Regenerate | G, A, S | 180 |
| 2 | Chaos | Big Guy | Minotaur | 5 | 5 | 2 | 8 | Horns, Mighty Blow | S, (M) | 170 |
| 3 | Lizardmen | Big Guy | Kroxigor | 6 | 5 | 1 | 9 | Mighty Blow, Prehensile Tail | S | 160 |
| 4 | Skaven | Big Guy | Rat Ogre | 6 | 5 | 2 | 8 | Mighty Blow, Prehensile Tail | S, (M) | 150 |
| 5 | Human | Big Guy | Ogre | 5 | 5 | 2 | 9 | Mighty Blow, Thick Skull | S | 150 |
| 6 | Norse | Big Guy | Yeti | 5 | 5 | 1 | 8 | Claw, Disturbing Presence | S | 150 |
| 7 | Wood Elf | Big Guy | Treeman | 2 | 6 | 1 | 10 | Mighty Blow, Stand Firm | S | 150 |
| 8 | Orc | Big Guy | Troll | 4 | 5 | 1 | 9 | Mighty Blow, Regenerate | S | 140 |
| # | Race | Type | Position | MA | ST | AG | AV | Skills | Access | Cost |
| 1 | Chaos Dwarf | Blitzer | Bull Centaur | 6 | 4 | 2 | 9 | Sprint, Sure Feet, Thick Skull | G, S | 130 |
| 2 | Undead | Blitzer | Werewolf | 8 | 3 | 3 | 8 | Claws, Frenzy, Regenerate | G, A | 130 |
| 3 | Wood Elf | Blitzer | Wardancer | 8 | 3 | 4 | 7 | Block, Dodge, Leap | G, A | 120 |
| 4 | Dark Elf | Catcher | Witch Elf | 7 | 3 | 4 | 7 | Frenzy, Dodge, Jump Up | G, A | 110 |
| 5 | Norse | Blocker | Ulfwerener | 6 | 4 | 2 | 8 | Frenzy | G, S | 110 |
| 6 | Pro Elf | Blitzer | Blitzer | 7 | 3 | 4 | 8 | Block, Sidestep | G, A | 110 |
| 7 | Undead | Blocker | Mummy | 3 | 5 | 1 | 9 | Mighty Blow, Regenerate | S | 110 |
| 8 | Undead | Blocker | Flesh Golem | 4 | 4 | 2 | 9 | Stand Firm, Thick Skull, Regenerate | G, S | 110 |
| 9 | Chaos | Blocker | Warrior | 5 | 4 | 3 | 9 | G, S, (M) | 100 | |
| 10 | Dark Elf | Blitzer | Blitzer | 7 | 3 | 4 | 8 | Block | G, A | 100 |
| 11 | High Elf | Blitzer | Blitzer | 7 | 3 | 4 | 8 | Block | G, A | 100 |
| 12 | Pro Elf | Catcher | Catcher | 8 | 3 | 4 | 7 | Catch, Nerves of Steel | G, A | 100 |
| # | Race | Type | Position | MA | ST | AG | AV | Skills | Access | Cost |
| 1 | Amazon | Blitzer | Blitzer | 6 | 3 | 3 | 7 | Block, Dodge | G, S | 90 |
| 2 | Dark Elf | Blocker | Assassin | 6 | 3 | 4 | 7 | Shadowing, Stab | G, A | 90 |
| 3 | Dwarf | Blocker | Troll Slayer | 5 | 3 | 2 | 8 | Block, Frenzy, Dauntless, Thick Skull | G, S | 90 |
| 4 | High Elf | Thrower | Thrower | 6 | 3 | 4 | 8 | Pass, Safe Throw | G, A, P | 90 |
| 5 | High Elf | Catcher | Catcher | 8 | 3 | 4 | 7 | Catch | G, A | 90 |
| 6 | Human | Blitzer | Blitzer | 7 | 3 | 3 | 8 | Block | G, S | 90 |
| 7 | Norse | Blitzer | Bezerker | 6 | 3 | 3 | 7 | Block, Frenzy, Jump Up | G, S | 90 |
| 8 | Norse | Catcher | Runner | 7 | 3 | 3 | 7 | Block, Dauntless | G, A | 90 |
| 9 | Skaven | Blitzer | Blitzer | 7 | 3 | 3 | 8 | Block | G, S, (M) | 90 |
| 10 | Undead | Blitzer | Wight | 6 | 3 | 3 | 8 | Block, Regenerate | G, S | 90 |
| 11 | Wood Elf | Thrower | Thrower | 7 | 3 | 4 | 7 | Pass | G, A, P | 90 |
| 12 | Wood Elf | Catcher | Catcher | 9 | 2 | 4 | 7 | Catch, Dodge | G, A | 90 |
| 13 | Dark Elf | Thrower | Runner | 7 | 3 | 4 | 7 | Dump Off | G, A, P | 80 |
| 14 | Dwarf | Blitzer | Blitzer | 5 | 3 | 3 | 9 | Block, Thick Skull | G, S | 80 |
| 15 | Dwarf | Thrower | Runner | 6 | 3 | 3 | 8 | Sure Hands, Thick Skull | G, P | 80 |
| 16 | Lizardmen | Blocker | Saurus | 6 | 4 | 1 | 9 | G, S | 80 | |
| 17 | Orc | Blitzer | Blitzer | 6 | 3 | 3 | 9 | Block | G, S | 80 |
| 18 | Orc | Blocker | Black Orc | 4 | 4 | 2 | 9 | G, S | 80 | |
| 19 | Pro Elf | Thrower | Thrower | 6 | 3 | 4 | 7 | Pass | G, A, P | 80 |
| 20 | Skaven | Catcher | Gutter Runner | 9 | 2 | 4 | 7 | Dodge | G, A, (M) | 80 |
| # | Race | Type | Position | MA | ST | AG | AV | Skills | Access | Cost |
| 01-08 | Amazon | Thrower | Thrower | 6 | 3 | 3 | 7 | Pass, Dodge | G, P | 70 |
| 09-16 | Amazon | Catcher | Catcher | 6 | 3 | 3 | 7 | Catch, Dodge | G, A | 70 |
| 17-24 | Human | Thrower | Thrower | 6 | 3 | 3 | 8 | Sure Hands, Pass | G, P | 70 |
| 25-32 | Human | Catcher | Catcher | 8 | 2 | 3 | 7 | Dodge, Catch | G, A | 70 |
| 33-40 | Lizardmen | Lineman | Skink | 8 | 2 | 3 | 7 | Dodge, Stunty | A | 70 |
| 41-48 | Norse | Thrower | Thrower | 6 | 3 | 3 | 7 | Block, Pass | G, P | 70 |
| 49-56 | Norse | Catcher | Catcher | 6 | 3 | 3 | 7 | Block, Catch | G, A | 70 |
| 57-64 | Orc | Thrower | Thrower | 5 | 3 | 3 | 8 | Sure Hands, Pass | G, P | 70 |
| 65-72 | Skaven | Thrower | Thrower | 7 | 3 | 3 | 7 | Sure Hands, Pass | G, P, (M) | 70 |
| 73-80 | Undead | Catcher | Ghoul | 7 | 3 | 3 | 7 | Dodge | G, A | 70 |
| 81-84 | Chaos Dwarf | Blocker | Blocker | 4 | 3 | 2 | 9 | Block, Tackle, Thick Skull | G, S, (M) | 70 |
| 85-88 | Dark Elf | Lineman | Line Elf | 6 | 3 | 4 | 8 | G, A | 70 | |
| 89-92 | Dward | Lineman | Longbeard | 4 | 3 | 2 | 9 | Block, Tackle, Thick Skull | G, S | 70 |
| 93-96 | High Elf | Lineman | Line Elf | 6 | 3 | 4 | 8 | G, A | 70 | |
| 97-00 | Wood Elf | Lineman | Line Elf | 7 | 3 | 4 | 7 | G, A | 70 |
| # | Race | Type | Position | MA | ST | AG | AV | Skills | Access | Cost |
| 1-6 | Amazon | Lineman | Linewoman | 6 | 3 | 3 | 7 | Dodge | G | 50 |
| 7-12 | Norse | Lineman | Lineman | 6 | 3 | 3 | 7 | Block | G | 50 |
| 13-17 | Chaos | Lineman | Beastman | 6 | 3 | 3 | 8 | Horns | G, S, (M) | 60 |
| 18-20 | Pro Elf | Lineman | Line Elf | 6 | 3 | 4 | 7 | G, A | 60 |
| # | Race | Type | Position | MA | ST | AG | AV | Skills | Access | Cost |
| 1-2 | Human | Lineman | Lineman | 6 | 3 | 3 | 8 | G | 50 | |
| 3-4 | Orc | Lineman | Line Orc | 5 | 3 | 3 | 9 | G | 50 | |
| 5-6 | Skaven | Lineman | Line Rat | 7 | 3 | 3 | 7 | G, (M) | 50 |
| # | Race | Type | Position | MA | ST | AG | AV | Skills | Access | Cost |
| 1-2 | Undead | Lineman | Zombie | 4 | 3 | 2 | 8 | Regenerate | G | 40 |
| 3-4 | Goblin | Lineman | Goblin | 6 | 2 | 3 | 7 | Dodge, Stunty, Right Stuff | A | 40 |
| 5 | Chaos Dwarf | Lineman | Hobgoblin | 6 | 3 | 3 | 7 | G | 40 | |
| 6 | Halfling | Lineman | Halfling | 5 | 2 | 3 | 7 | Dodge, Stunty, Right Stuff | A | 30 |
| 7 | Undead | Lineman | Skeleton | 5 | 3 | 2 | 7 | Regenerate | G | 30 |
| 8 | Vampire | Lineman | Thrall | 6 | 3 | 3 | 7 | G | 40 |
| # | Weapon | MA adj. | ST adj. | AG adj. | AV adj. | Skill adj. | Race Access | Access adj. | Cost |
| 1-2 | Chainsaw | -1 | 0 | 0 | 0 | +Chainsaw, No Hands, Secret Weapon | -> G | Chaos, Chaos Dwarf, Dwarf, Goblin, Human, Orc, Undead, Vampire | 60 |
| 3-4 | Poison Dagger | 0 | 0 | 0 | 0 | +Stab, Poison, Secret Weapon | Amazon, Dark Elf, Halfling, Skaven, Undead, Vampire | 40 | |
| 5-6 | Bombs | 0 | 0 | 0 | 0 | +Bombardier, No Hands, Secret Weapon | +P | Chaos Dwarf, Dwarf, Goblin, Vampire | 40 |
| 7-8 | Pogo Stick | +1 | 0 | 0 | 0 | +Leap, Very Long Legs, Secret Weapon | Goblin, Halfling, Lizardmen | 50 | |
| 9-10 | Blunderbuss | 0 | 0 | 0 | 0 | +Hail Mary Pass, Strong Arm, Secret Weapon | +P | Chaos Dwarf, Dwarf, Goblin, Vampire | 40 |
| 11 | Deathroller | -> 4 | -> 7 | -> 1 | -> 10 | -> Break Tackle, Dirty Player, Juggernaught, Stand Firm, Mighty Blow, No Hands, Secret Weapon | -> S | Chaos Dwarf, Dwarf, Goblin, Vampire | 120 |
| 12 | Ball and Chain | -1 | +3 | -1 | 0 | -> Fanatic, Break Tackle, Juggernaught, No Hands, Secret Weapon | -> S | Chaos, Goblin, Norse, Vampire | 60 |
The team with the lower TR gains extra MVPs according to the following table. Unlike inducements this is based on permanent TR rather than temporary TR.
| TR Difference | Random MVPs | Focused MVPs |
|---|---|---|
| 0-10 | 0 | 0 |
| 11-20 | 1 | 0 |
| 21-30 | 1 | 1 |
| 31-45 | 2 | 1 |
| 46-60 | 2 | 2 |
| 61-80 | 3 | 2 |
| 81-100 | 3 | 3 |
When a player earns SPPs consult the following table to see if they have gained enough for a skill roll.
| SPPs | Skill Rolls |
|---|---|
| 0-5 | 0 |
| 6-15 | 1 |
| 16-30 | 2 |
| 31-50 | 3 |
| 51-75 | 4 |
| 76-105 | 5 |
| 106-140 | 6 |
| 141-180 | 7 |
At the end of the match each team earns d6x10k in winnings. Modifiers to this dice roll are listed below.
| Gate \ TR | 0-99 | 100-125 | 126-150 | 151-175 | 176-200 | 201-250 | 251-300 | 301-350 |
|---|---|---|---|---|---|---|---|---|
| 0-15k | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 16k-30k | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| 31k-45k | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| 46k-60k | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| 61k-75k | 5 | 4 | 3 | 2 | 1 | 0 | 0 | 0 |
| 76k-100k | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 0 |
| 101k-125k | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
| 126k-150k | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
+1 for winning the match
+1 for playing at home
+1 in the post-season
At the end of the match each team should roll a d6. On a natural or modified 6 their fan factor goes up. On a natural or modified 1 their fan factor goes down. The modifiers are listed below.
| Won the Match | +1 |
| Lost the Match | -1 |
| Team gets 2+ TDs | +1 |
| Team gets 2+ Casualties | +1 |
| Team has a fan factor of 10-19 | -1 |
| Team has a fan factor of 20-29 | -2 |
| Match is the semi-final | +1 |
| Match is the final | +2 |
Note: It is possible to obtain a natural 1 modified to a 6. Should this happen the +1 and the -1 cancel out to leave the fan factor unchanged. Should a 12 be obtained through modifiers the team gains 2 fan factor.
Rosters are put together by very different rules compared to LRB5.
The inaugural draft has already taken place, and had slightly different rules to subsequent seasons. Subsequent drafts will take place at the beggining of each season. The draft will be populated at random from the player tables, each season's draft will contain 2 big guys, 6 ultra rares, 8 rares, 6 uncommons and 2 commons. The draft order will be seeded by the previous year's finishing positions.
Certain special play cards (eg. That Boy's Got Talent, Special Offer) give access to an extra player. This allows the team to add a non-ubiquitous player to their roster (TBGT does not provide the cost to sign them, SO makes them half price, yes this means SO is a better card). This follows the same procedure as the Kick-Off Table result Chosen of Chaos.
A team roster has 16 slots. Players may have any of four statuses; Unsigned, Active, Injured, Reserve. Only Active players may attend games. Only Unsigned and Active players take up roster slots. At the end of each game a coach may remove one unsigned player from their roster. Draft picks are added to the roster as Unsigned players. When their cost is paid they are changed to Active. Further unsigned players may be added to the roster with rolls on the Ubiquitous and Unhelpful player tables, following the draft. Further rolls may be made on these two tables whenever there is an empty slot on a team's roster.
After the draft and roster filling rolls a single roll may be made on the secret weapons tables. This occupies a special slot on the roster, which may be cleared and rerolled only once per season. A secret weapon may be purchased and assigned to any player before or after any game.
If a player is designated as a reserve for 3 games in a row then they leave a team and become a free agent. At the end of any season roll a d8, if the score is equal to or less than the number of games the player has been designated Reserve then the player leaves the team. They can be added as an unsigned player by another team with the use of a draft pick, or otherwise become a free agent.
A free agent can be purchased at the price of the original cost + modifier to become an Active player on any team. If more than one team wants to sign them then the two teams bid on the player. A free agent that is unsigned at the end of a season retires.
At the end of each season a player must make an aging roll and a retirement roll.
To see if a player ages roll a d8, if the score is less than the player's age then the player must make a roll on the aging table. There is a -1 modifier on this roll for each niggling injury the player has. There is also a -1 modifer for each 3 games a player has missed in their career.
If a player ages roll 2d6 on the following table.
| Roll | Result |
|---|---|
| 2 | Roll twice |
| 3 | -1 ST |
| 4 | -1 AV |
| 5 | Lose a skill |
| 6-8 | Gain a niggling injury |
| 9 | Lose a skill |
| 10 | -1 MA |
| 11 | -1 AG |
| 12 | No aging |
A lost skill should be determined randomly with each of the players current skills having an equal chance of being lost.
To see if a player retires roll a d20. If the result is zero or less then the player retires. There is a -1 modifier for each game a player has missed in their career. There is a -1 modifier for each season the player has played after their fifth (ie. -1 for the sixth season, -2 for the seventh, etc.). From their second season onwards there are also modifiers based on the number of skill rolls a player has had.
| Skill Rolls | Modifier |
|---|---|
| 0 | -2 |
| 1 | -1 |
| 2 | 0 |
| 3 | +1 |
| 4 | 0 |
| 5 | -1 |
| 6 | -2 |
| 7 | -3 |
After the third skill roll there is a +1 modifier if a player is within 10SPPs of their next skill.
Every seriously injured player must be rolled for on the following table to determine the extent of the injury.
| d6 | Area |
|---|---|
| 1-2 | Arm |
| 3-4 | Leg |
| 5 | Body |
| 6 | Head |
Once the injury area has been determined, a d6 must be rolled to determined the actual injury.
| Arm | Injury | Effect | |
|---|---|---|---|
| d6 | |||
| 1-3 | Hand | ||
| 1 | Broken Nail | None | |
| 2 | Dislocated Finger | 80% | |
| 3 | Broken Finger | 60% | |
| 4 | Sore Wrist | ||
| 1-5 Strain | 40% | ||
| 6 Tendon Damage | N | ||
| 5 | Fractured Wrist | M | |
| 6 | Broken Hand | M, -1 BH (d3) | |
| 4-6 | Arm | ||
| 1 | Cut Arm | None | |
| 2 | Elbow Damage | ||
| 1-4 Twisted | 60% | ||
| 5-6 Tennis Elbow | N | ||
| 3 | Broken Arm | M, -1 ST (d3-1) | |
| 4 | Muscle Strain | ||
| 1-5 Pull | M | ||
| 6 Tear | M (d3) | ||
| 5 | Dislocated Shoulder | ||
| 1-4 Dislocation | M | ||
| 5-6 Severe | M, N | ||
| 6 | Rotator Cuff | ||
| 1-3 Pull | M | ||
| 4-5 Damaged | M (d3) | ||
| 6 Torn | M (d6) |
| Leg | Injury | Effect | ||
|---|---|---|---|---|
| d6 | ||||
| 1-3 | Foot | |||
| 1 | Athlete's Foot | None | ||
| 2 | Stubbed Toe | 80% | ||
| 3 | Broken Toe | 60% | ||
| 4 | Broken Foot | M | ||
| 5 | Chipped Bone | M | ||
| 6 | Achilles Damage | |||
| 1-2 | Strain | M | ||
| 3-4 | Pull | M (d3) | ||
| 5 | Tear | M, N, -1 MA (d3-1) | ||
| 6 | Snap | M (d3), N, -1 MA | ||
| 4-6 | Leg | |||
| 1 | Gashed Leg | 60% | ||
| 2 | Shin Splints | 40% | ||
| 3 | Broken Leg | |||
| 1-3 | Break | M | ||
| 4-6 | Serious | M, -1 MA (d3) | ||
| 4 | Quadricep Pull | M (d3) | ||
| 5 | Knee Injury | |||
| 1-2 | Grazed | None | ||
| 3-4 | Twisted | M, -1 Dodging (d3) | ||
| 5-6 | Ligament | |||
| 1-2 Pull | M | |||
| 3-4 Medial | M (d3), N, -1 MA (d3) | |||
| 5-6 Cruciate | M (d6), N, -1 MA | |||
| 6 | Hamstring | |||
| 1-3 | Strain | M, N | ||
| 4-5 | Torn | M (d3), N | ||
| 6 | Snap | M (d6), N, -1 MA |
| Body | Injury | Effect | |||
|---|---|---|---|---|---|
| d6 | |||||
| 1-3 | Torso | ||||
| 1 | Heartburn | None | |||
| 2 | Flesh Wound | 80% | |||
| 3 | Stomach Injury | M | |||
| 4 | Groin Strain | ||||
| 1-3 | Groin Strain | 50 % | |||
| 4-5 | Pull | M | |||
| 6 | Tear | M (d3) | |||
| 5 | Chest | ||||
| 1-2 | Sore Nipple | None | |||
| 3-4 | Internal Bleeding | M | |||
| 5-6 | Pectoral Strain | ||||
| 1-3 | Pull | M (2) | |||
| 4-6 | Tear | M (d3), -1 ST (d3-1) | |||
| 6 | Ribs | ||||
| 1-3 | Bruised | M | |||
| 4-5 | Cracked | M (d3) | |||
| 6 | Broken | M (d3), -1 AV | |||
| 4-5 | Back | ||||
| 1 | Irritating Itch | None | |||
| 2 | Slipped Disc | M | |||
| 3 | Stiff Back | ||||
| 1-2 | Sore | 50 % | |||
| 3-4 | Bruised | M | |||
| 5-6 | Damaged | M (d3) | |||
| 4 | Kidney Damage | ||||
| 1-4 | Mild | M | |||
| 5-6 | Severe | M (d3+1) | |||
| 5 | Hernia | ||||
| 1-2 | Mild | 40% | |||
| 3-4 | Irritant | M | |||
| 5 | Serious | M (d3) | |||
| 6 | Severe | M (d6) | |||
| 6 | Spine | ||||
| 1-3 | Bruised | M | |||
| 4-5 | Damaged | M (d3) | |||
| 6 | Serious | ||||
| 1-3 | Damage | M (d3) | |||
| 4-5 | Cracked | M (d6) | |||
| 6 | Broken | ||||
| 1-5 Severe | M (season), -1 AV | ||||
| 6 Crippled | Retire | ||||
| 6 | Neck | ||||
| 1-4 | Collar Bone | ||||
| 1-3 | Bruised | M | |||
| 4-5 | Fractured | M (d3) | |||
| 6 | Smashed | M (d3), -1 AV | |||
| 5-6 | Neck | ||||
| 1-3 | Stiff | M | |||
| 4-5 | Strained | M (d3) | |||
| 6 | Serious | ||||
| 1-3 | Severe | M (d3) | |||
| 4-5 | Dangerous | M (d6), -1 AV | |||
| 6 | Broken | ||||
| 1-2 Minor | M (d6), -1 AV | ||||
| 3-4 Major | M (season), -1 AV, -1 AG | ||||
| 5 Crippled | Retire | ||||
| 6 Fatal | Death |
| Head | Injury | Effect | |||
|---|---|---|---|---|---|
| d6 | |||||
| 1-3 | Facial | ||||
| 1 | Split Lip | None | |||
| 2 | Chipped Tooth | 80% | |||
| 3 | Broken Nose | 50 % | |||
| 4 | Perforated Ear-Drum | M, M next away match | |||
| 5 | Facial Wounding | ||||
| 1-2 | Superficial | 50 % | |||
| 3-4 | Mild | M | |||
| 5 | Severe | M (d3) | |||
| 6 | Uglification | M (d3), Foul Appearance (season) | |||
| 6 | Eye Damage | ||||
| 1-2 | Black Eye | 50% | |||
| 3-4 | Gouged Eye | M | |||
| 5 | Retina Damage | M (d3), -1 Catch/Intercept | |||
| 6 | Blinded | M (d3), -1 Catch/Intercept | |||
| If player suffers blinded twice then Retire | |||||
| 4-6 | Cranial | ||||
| 1 | Dislocated Jaw | 30% | |||
| 2 | Broken Jaw | M | |||
| 3 | Fractured Cheekbone | M | |||
| 4 | Concussion | ||||
| 1-3 | Mild | M | |||
| 4-6 | Serious | M, N | |||
| 5 | Fractured Skull | ||||
| 1-2 | Superficial | M | |||
| 3-4 | Minor | M (d3) | |||
| 5 | Major | M (d6), -1 AV | |||
| 6 | Serious | ||||
| 1-3 | Damaged | M (d6), -1 AV | |||
| 4-5 | Severe | M (d6), -1AV, -1 AG | |||
| 6 | Dangerous | M (d6), -1 AV, -1 AG, -1 MA | |||
| 6 | Brain Injury | ||||
| 1-3 | Do'h! My brain hurts | M (2) | |||
| 4-5 | Serious | M (d3+1), N | |||
| 6 | Trauma | ||||
| 1-3 | Damage | M (d6), N, -1 AV | |||
| 4-5 | Severe | M (season), N, -1 AV | |||
| 6 | Dangerous | ||||
| 1-4 Severe | M (season), N, -1 AV | ||||
| 5 Acute | Retire | ||||
| 6 Fatal | Fatal |
Key
M = Miss one match
M(n) = Miss n matches.
N = Niggling Injury
n% = n% chance to play next match.
Serious Injury rules created by MadLordAnarchy
| Attachment | Size |
|---|---|
| Serious Injuries.doc | 227 KB |
Errata to skills are noted here. The LRB is the main resource for skills. See the general errata for a note about casualties caused by secret weapons. Note that under the LRB most skills can be used an unlimited number of times per turn and that any skill use can be declared after the roll which it affects.
On any roll a 1 always fails and a 6 always succeeds.
The skill named 'Ball and Chain' has been renamed 'Fanatic'. A player with this skill does need to dodge to leave a tackle zone.
A player with Big Hand ignores all modifiers to picking up the ball, ie. it is always a straight AG+1 roll for them to pick up.
The Break Tackle skill may be used an unlimited number of times per turn.
The Catch skill may only be used once per turn. It may only be used once in an opponent's turn.
Weather conditions that prevent Long Bombs also prevent use of the Hail Mary Pass skill. A pass roll using Hail Mary Pass will only ever fumble on a 1, regardless of tackle zones.
If the skill Piling On is used as part of a blitz action it ends the player's movement. Piling on may only be used to reroll armour. It may not be used to reroll injury.
The skill Regenerate works on a 3+, not a 4+. The Regenerate skill may be used at any time after the injury is suffered until the end of the match. A player with the Regenerate skill may be the target of an apothecary roll, unless they have already used the Regenerate skill for that injury. A player that is the target of an apothecary roll may not use Regenerate should the apothecary fail.
Throw team mate is a strength skill, not an extraordinary skill.
A thrown team mates scatters whether or not the pass is accurate. However if the pass was inaccurate there is a -1 modifier to the landing roll. A player who lands successfully may immediately take an action, but for the remainder of the turn their MA is set to 3, if they do not take an action immediately they may not act on that turn.
A thrown player who fails to land may not take an action. If a thrown player lands on another player they automatically fail to land. The targeted player is pushed back as if by a block from the direction of the thrower.
For opposed Strength rolls triggered by the Tentacles skill the player attempting to dodge does not gain +1. However the tentacled player must score a strictly greater total to prevent the dodge.
Stunty and Regenerate are mutations, not extraordinary skills.
Access to mutations has changed slightly. Instead of a free choice a player who wishes to choose a mutation must select one of the columns on the table below to roll a d6 on.
| Roll | Category 1 | Category 2 | Category 3 |
|---|---|---|---|
| 1 | Regeneration | Tentacles | Very Long Legs |
| 2 | Foul Appearance | Prehensile Tail | Extra Arms |
| 3 | Disturbing Presence | Horns | Two Heads |
| 4 | Big Hand | Claw | Stunty |
| 5 | Choose from this category | Choose from this category | Choose from this category |
| 6 | Choose from any category | Choose from any category | Choose from any category |
Once a mutation is rolled a player may choose not to take it. If so then they may choose another skill instead. Since they required doubles for a mutation roll they may choose a skill only available on doubles.
Stunty may only be possessed by players with ST2 or lower. A stunty player loses stunty if they gain a point of ST. A player who rolls stunty can voluntarily choose to drop to ST2 or reroll their mutation roll.
Every team begins with no upgrades of any kind and a capacity of 35k. The capacity is the maximum number of fans that will fit into the ground.
There are four basic stadium constructions available as well as simply expanding capacity.
| Type | Cost | Capacity |
|---|---|---|
| Stadium | 250k | 40k |
| Grandstand | 150k | 20k |
| Terracing | 100k | 15k |
| Not-so-Grandstand | 50k | 5k |
| Capacity Expansion | 15k | 1k |
The Stadium represents construction on all four sides/ends while each other construction applies to one particular side or both ends. If a side is chosen it must be nominated prior to the kick off. In order to purchase a Stadium for your team, you must already possess 250k worth of construction, the effects of the stadium are cumulative with effects of the upgrades 'underneath' it. [Note that due to phrasing, pushing players back onto the pitch or beating up players in the crowd are not cumulative, but affecting 'argue the call' results or gaining rerolls is.] After purchase of a stadium additional upgrades can be added 'underneath' it, to enhance capacity further.
Stadium: A stadium is the height of Blood Bowl luxury and represents a magnificent arena for the game to be played in. It has the following game effects.
i) Any home player that is pushed off the pitch may be pushed back onto the playing field using the throw-in template and is not injured on a d6 roll of 5+. The result of the block still applies.
ii) If an away player is pushed off the pitch the crowd counts as having the mighty blow skill.
iii) If the away team does not own a stadium, they must roll 7+ at the beginning of each half or lose a re-roll for the remainder of that half due to the awe felt by playing in such a major arena.
iv) The home team may roll 2d6 at the beginning of each half, a 9+ results in an extra re-roll for the remainder of the half due to the ‘lift’ of the home crowd.
v) Any attempt to argue the call by the home side has a +1 modifier.
vi) The away team may not argue the call.
Grandstand: A grandstand is a purpose built permanent structure that stretches down one side or both ends. The coach must nominate which side prior to the start of the game. Any home player pushed into this side may be pushed back onto the pitch on a d6 roll of 5+. The home side may gain an extra re-roll at the beginning of each half on a 2d6 roll of 10+. Each subsequent grandstand built reduces the target number of this roll by 1, as does building a stadium.
Terracing: The Terraces tend to attract the roughest yobbo supporters you can imagine. Nominate one side or both ends before kick-off, if any away team players are knocked off the pitch into the nominated area the crowd count as having the mighty blow skill. The home side may add +1 to any attempt to argue the call. For each subsequent terracing purchased the home team is counted as having a fan factor 1 higher for purposes of fan violence kick off results (51, 52, 55).
Not-so-Grandstand: A not-so-grandstand is a rickety and supposedly temporary structure and tends to be made of the cheapest material available. Any pitch invasion results on the kick-off table add +1 to injury rolls due to the easy availability of loose pieces of wood and metal. Due to the poor workmanship often involved, there is a risk that the structure could collapse during exciting games, roll after each TD.
| Total TDs | 2d6 |
|---|---|
| 1-2 | 11+ |
| 3 | 10+ |
| 4 | 9+ |
| 5 | 8+ |
| 6 | 7+ |
If a collapse occurs, roll 2d6, a score of 2-7 results in the home side’s Fan Factor being reduced by 1 permanently while 8-12 means the away side loses a Fan Factor permanently. After a collapse, the home coach must repair the Not-So-Grandstand at a cost of 20k or it is not usable.
At the end of each season beyond the first of ownership for each piece of construction upgrade, you must roll 2d6 on the following table with a modifier of -1 for each full year of ownership:
| 2d6 | Result |
|---|---|
| 2 | Construction upgrade collapses. Remove it from your homefield. |
| 3-4 | The construction upgrade has been damaged. It now functions as the next construction upgrade down. If it is a Not-So-Grandstand or below, it collapses. |
| 5-6 | Pay 20% of the construction value of the upgrade to maintain its current status or it functions as the next construction upgrade down. |
| 7-9 | Pay 10% of the construction value of the upgrade to maintain its current status or it functions as the next construction upgrade down. |
| 10-11 | No change |
| 12 | The construction upgrade is in perfect condition. This year does not count towards years of recorded ownership. |
Note that if the stadium changes in type, it retains its years of recorded ownership in its new form.
For the stadium upgrades below, a 10% charge is levied at the end of each year of ownership after the first or the upgrade falls into disrepair and is no longer usable.
The upgrades below require a stadium.
Stewarding:120k, trained crowd control personnel patrol the perimeter. Any time a crowd violence result occurs on the kick-off table, you may attempt to prevent its occurrence by rolling 8+ on 2d6.
Player Searches:120k, any player attempting to take the field with a secret weapon is sent off on the roll of a 5+.
Dugout Facilities: 120k, all home players recover from KOs on 3+. This effect is not compatible with Bloodweiser babes.
Walled Sidelines:120k, any player pushed off the pitch is instead pushed into a wall, place the player prone and roll for armour. If the ball bounces off the pitch, it hits the wall (it hits it on a d6 roll of 3+ if passed off the pitch and will scatter off the wall d3 squares), it will scatter 1 square. Wall scatters use the throw-in template.
Air Conditioning:50k, reduces severity of sunny weather by 3. To a minimum of 3 (maximum level is 9).
Central Heating:50k, reduces severity of snowy weather by 3. To a minimum of 3 (maximum level is 9).
Floodlights:70k, reduces severity of foggy weather by 3 levels. To a minimum of 3 (maximum level is 9).
High Walls:70k, reduces severity of windy weather by 3. To a minimum of 3 (maximum level is 9).
Glass Roof:120k, requires high walls. Ignore all effects of rainy/snowy/foggy weather. Increase the severity of any sunny weather by 1.
Opaque Roof:200k, (or 80k to upgrade from glass), requires high walls. Ignore all weather effects.
| 2 | Snow |
| 3-4 | Sun |
| 5-7 | Nice |
| 8-9 | Rain |
| 10-11 | Wind |
| 12 | Fog |
| # | SNOW TABLE | Effect |
| 1-2 | Thaw | Weather is Nice. |
| 3-6 | Light Snow | No Effect |
| 7-9 | Heavy Snow | -1 MA for all players. |
| 10 | Very Heavy Snow | -2 MA for all players, -1 on picking up the ball. The ball will never bounce when landing in an empty square. It will still scatter from occupied squares. |
| 11 | Snow Storm | -2 on picking up the ball. Long bombs may not be attempted. As Very heavy snow for bouncing. |
| 12 | Blizzard | As Snow Storm. Long bombs and long passes cannot be attempted. Roll d6; 1-3 = no further effects 4-5 = each player must roll d6 before every kick-off with a 1 meaning they are too cold to play and will miss this drive 6 = as 4-5, snow is now so deep that each player must make a ST roll in order to move into any square. |
| # | FOG TABLE | Effect |
| 1-2 | Clear | Weather is Nice. |
| 3-5 | Haze | No effect. |
| 6-8 | Mist | Difficult to see from one end of the field to the other. Long bombs are impossible. All players gain Sneaky Git as the referee has trouble spotting fouls. |
| 9 | Deep Mist | Long passes and long bombs are impossible. As Mist for fouling. |
| 10 | Fog | As deep mist. All players have -1 MA. |
| 11 | Heavy Fog | It is difficult to see more than a few yards, Only quick passes may be attempted. -2 on all movement. |
| 12 | Pea Soup | As heavy fog. Roll d6; 1-5 = no further effects 6 = fog is so thick that any time a player moves, the square they enter will be determined by a d8 (re-roll should a player enter an occupied square). Dodges are not necessary under these conditions. Players may not pass the ball. If both coaches agree, the game may be abandoned with the current score. |
| # | RAIN TABLE | Effect |
| 1-2 | Dry | Weather is Nice. |
| 3-5 | Drizzle | No effect. |
| 6-8 | Rain | The ball gets slippery, -1 on all ball-handling. All players gain Strip Ball. |
| 9 | Heavy Rain | -1 on passing, -2 on all other ball-handling. Players also become slippery, all players gain +1 to dodging. Otherwise as Rain. |
| 10 | Very Heavy Rain | -2 on all ball handling. -1 on MA, otherwise as Heavy Rain. |
| 11 | Rainstorm | -2 on passing, -3 on all other ball handling. -2 on MA, all players gain stunty. No exerts are permitted, otherwise as Heavy Rain. |
| 12 | Lightning Storm | As Rainstorm. At the end of each of the kicking team's turn, roll a d6; 1-4 = no effect 5-6 = one randomly selected player on the field is hit by lightning. Roll on the injury table. |
| # | WIND TABLE | Effect |
| 1-2 | Still | Weather is Nice. |
| 3-5 | Breeze | No effect |
| 6-8 | Windy | -1 on all passing |
| 9 | Very Windy | -2 on all passes |
| 10 | Strong Winds | -3 on passes, when the ball bounces it goes two squares. |
| 11 | Gale Force Wind | -3 on passes, -1 on catches and interceptions (not hand-offs), as Strong Wind |
| 12 | Hurricane | As Gale Force Winds. Roll d6; 1-5 = nothing happens 6 = roll a d6 for each player and coaching staff, a 1 results in them being blown over, roll for injury. Each coach rolls another d6 and deducts that amount permanently from their fan factor. The game may continue as normal with Gale Force Wind. Hurricane results may not occur again during this game. |
| # | SUN TABLE | Effect |
| 1-2 | Cloudy | Weather is Nice. |
| 3-5 | Bright | No effect. |
| 6-9 | Very Sunny | -1 on AV because the players can't stand wearing the heavy equipment. AV of 7 or less does not change as it is light enough not to matter. |
| 10 | Hot and Sunny | -2 on AV, but it does not go below 6. -1 on MA. |
| 11 | Very Hot | -2 on MA, and -2 on AV (still capped at 6). Before each kick-off (after the first in the game) roll d6 for each player. On a 1 the player is too exhausted to play and must miss the next drive trying to find a shadow and cool off. |
| 12 | Sweltering Heat | -3 on MA and AV (still capped at 6). Each player must roll for exhaustion each turn. The referee might stop the match. Directly after the exhaustion rolls, roll 2d6+(1 for each player that has collapsed since the last kick-off). On a 10+ the ref blows the whistle for the last time in this game. Match ends with the current score. |
| Attachment | Size |
|---|---|
| Weather Table.doc | 62 KB |
| # | Team | Pld | W | D | L | TD for | TD agn | TD dif | Cas for | Cas agn | Cas dif | Points |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Revengers' Tragedy | 6 | 4 | 0 | 2 | 11 | 6 | +5 | 12 | 9 | +3 | 12 |
| 2 | Underworld Exiles | 6 | 3 | 1 | 2 | 14 | 9 | +5 | 17 | 10 | +7 | 10 |
| 3 | Tanglewood Longshanks | 6 | 3 | 1 | 2 | 11 | 11 | 0 | 11 | 11 | 0 | 10 |
| 4 | Hate Machine | 5 | 3 | 0 | 2 | 6 | 4 | +2 | 7 | 12 | -5 | 9 |
| 5 | Surreal Madrid | 6 | 2 | 1 | 3 | 8 | 11 | -3 | 13 | 12 | +1 | 7 |
| 6 | Divisible Primes | 4 | 1 | 2 | 1 | 5 | 7 | -2 | 3 | 7 | -4 | 5 |
| 7 | Red Terror | 4 | 0 | 3 | 1 | 6 | 8 | -2 | 6 | 8 | -2 | 3 |
| 8 | Dark Matters | 5 | 1 | 0 | 4 | 7 | 12 | -5 | 8 | 8 | 0 | 3 |
| # | Team | Pld | W | D | L | TD for | TD agn | TD dif | Cas for | Cas agn | Cas dif | Points |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Revengers' Tragedy | 6 | 4 | 0 | 2 | 11 | 6 | +5 | 12 | 9 | +3 | 12 |
| 2 | Surreal Madrid | 6 | 2 | 1 | 3 | 8 | 11 | -3 | 13 | 12 | +1 | 7 |
| 3 | Divisible Primes | 4 | 1 | 2 | 1 | 5 | 7 | -2 | 5 | 7 | -2 | 5 |
| 4 | Red Terror | 4 | 0 | 3 | 1 | 6 | 8 | -2 | 6 | 10 | -4 | 3 |
| # | Team | Pld | W | D | L | TD for | TD agn | TD dif | Cas for | Cas agn | Cas dif | Points |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Underworld Exiles | 6 | 3 | 1 | 2 | 14 | 9 | +5 | 17 | 10 | +7 | 10 |
| 2 | Tanglewood Longshanks | 6 | 3 | 1 | 2 | 11 | 11 | 0 | 10 | 11 | -1 | 10 |
| 3 | Hate Machine | 5 | 3 | 0 | 2 | 6 | 4 | +2 | 8 | 10 | -2 | 9 |
| 4 | Dark Matters | 5 | 1 | 0 | 4 | 7 | 12 | -5 | 8 | 8 | 0 | 3 |
The Dark Matters were originally coached by Grey Wolf, but half way through season 1, Grey Wolf stepped aside to be replaced by Zenithed. Their stadium is the Dirt Pit. They are in the Western Conference.
Week 1
@ Hate Machine
LOSS 1-2 (Cas:2-2)
Week 2
v Underworld Exiles
LOSS 2-4 (Cas:3-1)
Week 3
v Surreal Madrid
LOSS 1-3 (Cas:0-4)
Week 4
v Tanglewood Longshanks
LOSS 2-3 (Cas:1-1)
Week 5
v Hate Machine
WIN 1-0 (Cas:2-0)
Week 6
@ Red Terror
Week 7
@ Tanglewood Longshanks
Week 8
@ Underworld Exiles
| No. | Player Name | Race | Type | Position | SPPs | Cost | Mod | Status |
|---|---|---|---|---|---|---|---|---|
| 1 | Slith the Powerful | Lizardmen | Big Guy | Kroxigor | 11 | 160 | 20 | active |
| 2 | Swifty the Quick | Wood Elf | Blitzer | Wardancer | 17 | 120 | 40 | active |
| 3 | Arill the Versatile | High Elf | Blitzer | Blitzer | 8 | 100 | 20 | active |
| 4 | Lawrie the Dominant | Human | Blitzer | Blitzer | 7 | 90 | 30 | active |
| 5 | Uren the Sure-Pass | Wood Elf | Thrower | Thrower | 5 | 90 | 0 | active |
| 6 | Goddrick the Horned | Chaos | Lineman | Beastman | 5 | 60 | 0 | active |
| 7 | Nythan the Agile | Pro Elf | Lineman | Line Elf | 8 | 60 | 30 | active |
| 8 | Korrad the Resilient | Norse | Catcher | Catcher | 2 | 70 | 0 | active |
| 9 | Grogg the Tough | Orc | Lineman | Line Orc | 5 | 50 | 0 | active |
| 10 | Ebbon the Tougher | Orc | Lineman | Line Orc | 2 | 50 | 0 | active |
| 11 | Squigg the Ratty | Skaven | Lineman | Line Rat | 0 | 50 | 0 | active |
| 12 | Treet the Vermin | Skaven | Lineman | Line Rat | 5 | 50 | 0 | active |
| 13 | Hargak the Even Tougher | Orc | Lineman | Line Orc | 0 | 50 | 0 | active |
| 14 | Robert the Normal | Human | Lineman | Lineman | 0 | 50 | 0 | unsigned |
| 15 | Harris the Human | Human | Lineman | Lineman | 0 | 50 | 0 | unsigned |
| 16 | Kevin the Mad | Goblin | Lineman | Line Goblin | 0 | 40 | 0 | unsigned |
| W | Goblin | Weapon | Ball and Chain | 0 | 60 | 0 | unsigned |
Contribution to Team Value from Players:
Active: 1000+140=1140
Injured: 0
Reserve: 0
| Role | Name | Signed | Cost | Status |
|---|---|---|---|---|
| Apothecary | Season 1 | 50 | Active |
Contribution to Team Value from Coaching Staff
Active: 50
Injured: 0
Fan Factor: 8
Team Rerolls: 5
Contribution to Team Value: 330
Total Team Value
Permanent: 1520
Temporary: 1520
| No. | Player Name | Race | Position | Signed | Niggles | Games Missed | SPPs | Skill Rolls | In Reserves |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Slith the Powerful | Lizardmen | Kroxigor | Season 1 | 0 | 0 | 11 | 1 | 0 |
| 2 | Swifty the Quick | Wood Eld | Wardancer | Season 1 | 0 | 0 | 17 | 2 | 0 |
| 3 | Arill the Versatile | High Elf | Blitzer | Season 1 | 0 | 0 | 8 | 1 | 0 |
| 4 | Lawrie the Dominant | Human | Blitzer | Season 1 | 0 | 0 | 7 | 1 | 0 |
| 5 | Uren the Sure-Pass | Wood Elf | Thrower | Season 1 | 0 | 0 | 5 | 0 | 0 |
| 6 | Goddrick the Horned | Chaos | Beastman | Season 1 | 0 | 0 | 5 | 0 | 0 |
| 7 | Nythan the Agile | Pro Elf | Line Elf | Season 1 | 0 | 0 | 8 | 1 | 0 |
| 8 | Korrad the Resilient | Norse | Catcher | Season 1 | 0 | 0 | 2 | 0 | 0 |
| 9 | Grogg the Tough | Orc | Line Orc | Season 1 | 0 | 0 | 5 | 0 | 0 |
| 10 | Ebbon the Tougher | Orc | Line Orc | Season 1 | 0 | 0 | 2 | 0 | 0 |
| 11 | Squigg the Ratty | Skaven | Line Rat | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 12 | Treet the Vermin | Skaven | Line Rat | Season 1 | 0 | 0 | 5 | 0 | 0 |
| 13 | Hargak the Even Tougher | Orc | Line Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| No. | Player Name | Race | Position | MA | ST | AG | AV | Skills | inj | cmp | td | int | cas | mvp | spp |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Slith the Powerful | Lizardmen | Kroxigor | 6 | 5 | 1 | 9 | Prehensile Tail, Mighty Blow, Break Tackle | 0 | 0 | 0 | 3 | 1 | 11 | |
| 2 | Swifty the Quick | Wood Eld | Wardancer | 8 | 3 | 4 | 7 | Block, Dodge, Leap, Tackle, Sidestep | 0 | 5 | 0 | 0 | 2 | 25 | |
| 3 | Arill the Versatile | High Elf | Blitzer | 7 | 3 | 4 | 8 | Block, Dodge | 0 | 1 | 0 | 0 | 1 | 8 | |
| 4 | Lawrie the Dominant | Human | Blitzer | 7 | 3 | 3 | 8 | Block, Dodge | 0 | 0 | 0 | 1 | 2 | 12 | |
| 5 | Uren the Sure-Pass | Wood Elf | Thrower | 7 | 3 | 4 | 7 | Pass | 5 | 0 | 0 | 0 | 0 | 5 | |
| 6 | Goddrick the Horned | Chaos | Beastman | 6 | 3 | 3 | 8 | Horns | 0 | 0 | 0 | 0 | 1 | 5 | |
| 7 | Nythan the Agile | Pro Elf | Line Elf | 7 | 3 | 4 | 7 | +1 MA | 0 | 1 | 0 | 0 | 1 | 8 | |
| 8 | Korrad the Resilient | Norse | Catcher | 6 | 3 | 3 | 7 | Block, Catch | 0 | 0 | 0 | 2 | 0 | 4 | |
| 9 | Grogg the Tough | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 1 | 5 | ||
| 10 | Ebbon the Tougher | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 1 | 0 | 2 | ||
| 11 | Squigg the Ratty | Skaven | Line Rat | 7 | 3 | 3 | 7 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 12 | Treet the Vermin | Skaven | Line Rat | 7 | 3 | 4 | 7 | +1 AG | 0 | 0 | 0 | 1 | 1 | 7 | |
| 13 | Hargak the Even Tougher | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | ||
Hate Machine are coached by JohanDenerad. Their stadium is [place holder]. They are in the western conference.
Week 1
v Dark Matters
WIN 2-1 (Cas:2-2)
Week 2
@ Tanglewood Longshanks
LOSS 1-2 (Cas: 2-2)
Week 3
v Revengers' Tragedy
WIN 2-0 (Cas: 2-1)
Week 4
@ Underworld Exiles
WIN 1-0 (Cas: 2-3)
Week 5
@ Dark Matters
Week 6
@ Divisible Primes
Week 7
v Underworld Exiles
Week 8
v Tanglewood Longshanks
| No. | Player Name | Race | Type | Position | SPPs | Cost | Mod | Status |
|---|---|---|---|---|---|---|---|---|
| 1 | Ra-Ra-Rasputin | Orc | Big Guy | Troll | 2 | 140 | 0 | active |
| 2 | David Hasselhoff | Chaos | Blocker | Warrior | 6 | 100 | 20 | active |
| 3 | Barney | Lizardmen | Blocker | Saurus | 13 | 80 | 20 | active |
| 4 | Ambiguity Hannibal | Norse | Blitzer | Beserker | 9 | 90 | 20 | active |
| 5 | Moustachellini | Dwarf | Blitzer | Blitzer | 0 | 80 | 0 | active |
| 6 | Neckbeardpoleon | Dwarf | Thrower | Runner | 16 | 80 | 60 | active |
| 7 | Germaine Greer | Amazon | Lineman | Linewoman | 10 | 50 | 20 | active |
| 8 | BeBop | Orc | Lineman | Line Orc | 5 | 50 | 0 | active |
| 9 | Rocksteady | Orc | Lineman | Line Orc | 0 | 50 | 0 | active |
| 10 | Ratfink | Skaven | Lineman | Line Rat | 7 | 50 | 30 | active |
| 11 | Love Rat | Skaven | Lineman | Line Rat | 7 | 50 | 20 | active |
| 12 | Dirty Rat | Skaven | Lineman | Line Rat | 0 | 50 | 0 | active |
| 13 | Skaven | Lineman | Line Rat | 0 | 50 | 0 | unsigned | |
| 14 | Skaven | Lineman | Line Rat | 0 | 50 | 0 | unsigned | |
| 15 | Robbo | Goblin | Lineman | Goblin | 0 | 40 | 0 | unsigned |
| W | Dwarf | Weapon | Deathroller | 0 | 120 | 0 | unsigned |
Contribution to Team Value from Players:
Active: 1040
Injured: 0
Reserve: 0
| Role | Name | Signed | Cost | Status |
|---|---|---|---|---|
| Apothecary | Yes | 50 | Active | |
| Cheerleaders (2) | Yes | 20 | Active |
Contribution to Team Value from Coaching Staff
Active: 70
Injured: 0
Fan Factor: 11
Team Rerolls: 5
Contribution to Team Value: 360
Total Team Value
Permanent: 1470
Temporary: 1470
The Tanglewood Longshanks are coached by CardinalSin. Their stadium is [place holder]. They are in the Western Conference.
Week 1
@ Underworld Exiles
LOSS 1-3 (Cas:1-2)
Week 2
v Hate Machine
WIN 2-1 (Cas: 3-2)
Week 3
v Divisible Primes
DRAW 2-2 (Cas: 1-0)
Week 4
@ Dark Matters
WIN 3-2 (Cas: 1-1)
Week 5
v Underworld Exiles
Week 6
@ Revengers' Tragedy
Week 7
v Dark Matters
Week 8
@ Hate Machine
| No. | Player Name | Race | Type | Position | SPPs | Cost | Mod | Status |
|---|---|---|---|---|---|---|---|---|
| 1 | Xogar Smash-Face | Skaven | Big Guy | Rat Ogre | 12 | 150 | 0 | Signed |
| 2 | Tieran "Frosty" Frostbright | Pro Elf | Catcher | Catcher | 14 | 100 | 0 | Signed |
| 3 | Leorus Greenstone | High Elf | Catcher | Catcher | 6 | 90 | 0 | Signed |
| 4 | Vallyn "Hawkeye" Stormshadow | High Elf | Thrower | Thrower | 20 | 90 | 0 | Signed |
| 5 | Illryian Duskfall | Wood Elf | Lineman | Line Elf | 14 | 70 | 0 | Signed |
| 6 | Ulric "The Slayer" Van Horne | Norse | Catcher | Runner | 15 | 90 | 0 | Signed |
| 7 | "Hungry" Harry Fletcher | Undead | Catcher | Ghoul | 0 | 70 | 0 | Signed |
| 8 | Lysandra Scala | Amazon | Lineman | Linewoman | 2 | 50 | 0 | Signed |
| 9 | Ziikat Greytail | Skaven | Lineman | Line Rat | 7 | 50 | 0 | Signed |
| 10 | Quasqit Longclaw | Skaven | Lineman | Line Rat | 0 | 50 | 0 | Signed |
| 11 | Human | Lineman | Lineman | 0 | 50 | 0 | unsigned | |
| 12 | Maget "the Bastid" | Orc | Lineman | Line Orc | 0 | 50 | 0 | Signed |
| 13 | Orc | Lineman | Line Orc | 0 | 50 | 0 | unsigned | |
| 14 | Skaven | Lineman | Line Rat | 0 | 50 | 0 | unsigned | |
| 15 | Bolgut "Fatty" Crumpa | Orc | Lineman | Line Orc | 0 | 50 | 2 | Signed |
| 16 | L Snoddy Peace | Undead | Lineman | Zombie | 0 | 40 | 0 | Signed |
| W | Goblin | Weapon | Pogo Stick | 0 | 50 | 0 | unsigned |
Contribution to Team Value from Players:
Active: 118
Injured: 0
Reserve: 0
| Role | Name | Signed | Cost | Status |
|---|---|---|---|---|
| Apothecary | Y | 50k | Awesome | |
| 6 Cheerleaders | Y | 60k | Bootylicious |
Contribution to Team Value from Coaching Staff
Active: 11
Injured: 0
Fan Factor: 11
Team Rerolls: 3
Contribution to Team Value: 26
Total Team Value
Permanent: 155
Temporary: 0
The Underworld Exiles are coached by Telpher. Their stadium is [place holder]. They are in the Western Conference.
In C592 a crack commando unit was sentenced to penal servitude for a crime they didn't commit. This team promptly escaped from the gladiatorial pits to the criminal underground of Middenheim, where they survive as soldiers of fortune. More recently, they formed a blood bowl team. If you have a problem, if noone else can help, and if you can find them, maybe you can hire, the EXILES!
[sound of repeating crossbow fire, then theme music]
Starring
Colonel Balthazaar 'Hannibal' Cicero (Dark elf)
Orland 'Face man' Peck (Human)
Urlan 'Howling Mad' Haganbaack (Norse)
Radgar 'Bad Attitude' The Mighty (Beastman)
and also starring
Intrepid reporter Naala Sweetwater (Amazon)
.... Any similarity to 1970s TV shows is entirely coincidental.
"They bring hope to the hopeless. Help to the helpless. Hap to the
hapless. Increased profits to the manufacturers of repeating bolt-thrower ammunition. "
Episode 1 No weapon like a bag of rats (part 1 of 2)
After a recent job brings unwanted attention (see pilot episode - the Cartel Caper) the Exiles need to lie low and let the heat die down. What better way to assure anonymity than by forming a blood bowl team? Despite initial protests, the Exiles soon buckle down to recruiting. Balthazaar brings in his speedy cousin Albus, Orland tries to 'recruit' Balthazaar's sister, the deadly assassin Celia, but has to be rescued in return by Radgar. Radgar wants to find his old friend Hagar, only to find he's died, and been returned to a foul parody of life by a local necromantic scientist. He tries to rescue the flesh golem anyway, and ends up being pursued by the local guards back to the Exiles's hideout. Here the team are cornered by a band of skaven led by the formidable Ugrush Krag, sent by the local Cartel to take revenge on the team. (cliffhanger)
Episode 2 No weapon like a bag of rats (part 2 of 2)
The Exiles have been found by a band of Skaven from the local Cartel, but are rescued by the sudden arrival, through the wall, of 'Howling mad' Urlan Haganbaack, riding on the shoulders of his fellow inmate at the Valhalla Association for Berserkers, a Minotaur called Crimson Horn. The Exiles fight the Skaven, who fight back with a number of sneaky tricks and comedy moves. All this time Radgar has been trying to tell the team something, but can't get the words out before someone else hits him. Finally, his message becomes obvious as both sides of the melee are surrounded by a combination of the local guards and the necromancer's goons, looking for the tolen
golem.
They lock the Exiles and the Skaven in the armoury while they squabble about who gets to keep them. Surrounded by hundreds of axes, tools for making weaponry, and a line of siege engines, the Exiles concoct a desperate plan. They use the weaponry to build a mini-siege tower with belt-operated whirling axes, and break out of the armoury, somehow knocking all the goons and guardsmen over without hurting any of them. Impressed by the inventive construction of overly-complicated weaponry, the Skaven agree to tell the Cartel that the Exiles have left town - on one condition. That, one by one, they too are allowed to join the team. The Exiles now have no choice, they have to go through with Balthazaar's original plan, and play Blood Bowl!
Episode 3 Paging Dr Werner
The Exiles are in trouble again. Committed to forming a blood bowl team, they don't have the necessary funds. Orland 'Faceman' Peck has managed to con a local businessman into lending a run down sports ground that's been closed, pending demolition, and the skaven steal the building supplies by digging under the fence at a local construction yard. Colonel 'Hannibal' Cicero knows a few shady characters who live in the undertunnels who might be able to provide some funds, and he wants to bring Radgar to help 'persuade' them. Unfortunately, Radgar's claustrophobia means he won't venture down into the sewer tunnels. (I ain't going down no drain). Instead, one of the skaven, Kikerit Pinktongue, steals a poison dagger from Celia the assassin and stabs Radgar with it, and he is instantly knocked out. They then carry him into the tunnels for the meeting.
Meanwhile Urlan has problems of his own when he tries to keep Crimson Horn of out the Valhalla Association for Berserkers, ands ends up being caught himself. The Exiles gather together to raid the VA and get back their own. The raid goes horribly wrong when Orland Peck's false beard gets caught in a Tesla coil, and they get locked into the confiscated items cupboard, full of axes, halberds and other assorted weaponry confiscated from the Berserker inmates, until the police can be summoned. They managed to build an automated tomahawk thrower, and aided by the sympathetic Dr Werner, make good their escape. Dr Verner promises to act as the team doctor. However, Radgar and Balthzaaer return reveal that their mission failed, and they wouldn't get the necessary money to launch the team. They return to the sports ground to find a huge crowd gathered around the renovations works, helping out in a 'proud local community' sort of way, led by intrepid reporter Naala Sweetwater. With a fan base secure, maybe the team will be viable after all?
Episode 4 Hide the noodle (guest star - Haloti Ngata from Revenger's Tragedy)
The local community is rallying behind the Exiles bid to form a blood bowl team, but something is holding them back. A bullying local businessman, chaos dwarf Ngata Hloti, is terrorising the local people into supporting his scheme for a giant casino and 24 hour noodle bar. Can the Exiles help out their new found fans without revealing their identity as a crack commando team on the run? Balthazaar 'Hannibal' Cicero pretends to open a rival noodle bar, in order to draw the villain out.
Meanwhile, Orland 'Faceman' Peck is doing his bit for the team on
recruitment. While trying to convince the groundsmen at the local
university to moonlight laying grass at the Exile's grounds, he runs into an attractive bikini model who appears to know him. He invites her to meet him at the noodle bar, and then rushes back to warn the Exiles that someone knows who they are. They are interrupted by the arrival of the mystery girl, and four of her friends, one of whom is intrepid reporter Naala Sweetwater! Goons arrive to bust up the place, but their threatening dialogue is largely ignored by the girls flirting with Orland, the Exiles trying to question Naala without alerting her friends, and Radgar eating everyone else's noodles, while Urlan claims he's destroying the noodly eco-system and endangering the visiting noodle spacemen from the great spaghetti in the sky, and tries to stop him. The villains get upset and start a fight, accidently covering themselves and everyone else in noodles. The Exile's dilemma, of how to beat the villains without displaying excessive combat skills, is solved when Naala's friends beat up the villains and send them packing, after a long and prolonged noodle fight. (The length of this scene varies from region to region depending on local obscenity laws). Naala later explains that they are all members of her old Amazon sorority, The Sisters of the Blade (Gotta infra U). Inspired by the fight, they construct a giant noodle-flinging machine, and when the local bully himself turns up with the rest of his goons, they use the machine to cover them all in noodles, humiliating them in front of the locals. The locals can now support the Blood Bowl team without interference, and help to build the first of the stands. The episode ends with a distraught Orland being surrounded by scantily clad Sisters of the Blade each of whom has apparently been separately promised a role as chief cheerleader. The Exiles seem disinclined to help Orland escape his fate.
Week 1
v Tanglewood Longshanks
WIN 3-1 (Cas:2-1)
Week 2
@ Dark Matters
WIN 4-2 (Cas:1-3)
Week 3
v Red Terror
DRAW 2-2 (Cas:1-2)
Week 4
v Hate Machine
LOSS 0-1 (Cas:3-1)
Week 5
@ Tanglewood Longshanks
LOSS 1-2 (Cas:5-1)
Week 6
@ Surreal Madrid
WIN 4-1 (Cas:5-1)
Week 7
@ Hate Machine
Week 8
v Dark Matters
| No. | Player Name | Race | Type | Position | SPPs | Cost | Mod | Status |
|---|---|---|---|---|---|---|---|---|
| 1 | Crimson Horn | Chaos | Big Guy | Minotaur | 7 | 190 | 0 | signed |
| 2 | Hagar Vaundheim | Undead | Blocker | Flesh Golem | 2 | 110 | 0 | signed |
| 3 | Balthazaar Cicero | Dark Elf | Blitzer | Thrower | 21 | 140 | 0 | signed |
| 4 | Celia Cicero | Dark Elf | Blocker | Assassin | 4 | 90 | 0 | signed |
| 5 | Albus 'The Flash' Cicero | Dark Elf | Thrower | Runner | 9 | 100 | 0 | signed |
| 6 | Ragdar the 'Almost' Mighty | Chaos | Lineman | Beastman | 3 | 60 | 0 | signed |
| 7 | Nalia Sweetwater | Amazon | Catcher | Catcher | 8 | 70 | roll | signed |
| 8 | Urln Haganbaack | Norse | Thrower | Thrower | 22 | 110 | 0 | signed |
| 9 | Lespit Silentfeet | Skaven | Lineman | Line Rat | 13 | 70 | 0 | signed |
| 10 | Queek Longtooth | Skaven | Lineman | Line Rat | 0 | 50 | 0 | signed |
| 11 | Ugrush Krag | Orc | Lineman | Line Orc | 0 | 50 | 0 | signed |
| 12 | Pheeg the Insane | Goblin | Lineman | Goblin | 0 | 40 | 0 | unsigned |
| 13 | Squirik Stumpytail | Skaven | Lineman | Line Rat | 0 | 50 | 0 | signed |
| 14 | Krenk Twitchwhisker | Skaven | Lineman | Line Rat | 0 | 50 | 0 | signed |
| 15 | Orlan Peck | Human | Lineman | Lineman | 0 | 50 | 0 | signed |
| 16 | Kikerit Pinktongue | Skaven | Lineman | Line Rat | 0 | 50 | 0 | signed |
| W | Skaven | Weapon | Poison Dagger | 0 | 60 | 0 | unsigned |
| Role | Name | Signed | Cost | Status |
|---|---|---|---|---|
| Apothecary | 'Sawbones' McCraw | signed | 50 | active |
| Attachment | Size |
|---|---|
| Exiles Sheets.xls | 38.5 KB |
Week 1
v Red Terror
DRAW 1-1 (Cas:3-3)
Week 2
@ Revengers' Tragedy
LOSS 0-4 (Cas:0-3)
Week 3
@ Tanglewood Longshanks
DRAW 2-2 (Cas:0-1)
Week 4
@ Surreal Madrid
Week 5
@ Red Terror
Week 6
v Hate Machine
Week 7
v Surreal Madrid
Week 8
v Revengers' Tragedy
| No. | Player Name | Race | Type | Position | SPPs | Cost | Mod | Status |
|---|---|---|---|---|---|---|---|---|
| 2 | Lilith | Dark Elf | Catcher | Witch Elf | 0 | 110 | 40 | active |
| 3 | Optimus Prime | Norse | Blocker | Ulfwerener | 0 | 110 | 20 | active |
| 4 | Ishtar | Amazon | Blitzer | Blitzer | 0 | 90 | 0 | active |
| 5 | Alexei Vronsky | Dark Elf | Lineman | Line Elf | 0 | 70 | 0 | active |
| 6 | Konstantine Levin | High Elf | Lineman | Line Elf | 0 | 70 | 0 | active |
| 7 | Curly Jo | Amazon | Thrower | Thrower | 0 | 70 | 20 | active |
| 8 | Wednesday | Norse | Lineman | Lineman | 0 | 50 | 0 | active |
| 9 | Echo | Human | Lineman | Lineman | 0 | 50 | 0 | active |
| 10 | Mr Bubbles | Skaven | Lineman | Line Rat | 0 | 50 | 0 | active |
| 11 | BA Baracus | Orc | Lineman | Line Orc | 0 | 50 | 0 | active |
| 12 | Hannibal | Orc | Lineman | Line Orc | 0 | 50 | 0 | active |
| 13 | Sierra | Human | Lineman | Lineman | 0 | 50 | 0 | active |
| 15 | Victor | Human | Lineman | Lineman | 0 | 50 | 0 | active |
| 16 | The Face | Orc | Lineman | Line Orc | 0 | 50 | 0 | active |
| 1 | Rasputin | Vampire | Blitzer | Vampire | 0 | 180 | 0 | unsigned |
| 14 | Skaven | Lineman | Line Rat | 0 | 50 | 0 | unsigned | |
| W | Goblin | Weapon | Bombs | 0 | 50 | 0 | unsigned |
Contribution to Team Value from Players:
Active: 1000
Injured: 0
Reserve: 0
| Role | Name | Signed | Cost | Status |
|---|---|---|---|---|
| Apothecary | Manus | Season 1 | 50 | Active |
Contribution to Team Value from Coaching Staff
Active: 50
Injured: 0
Fan Factor: 9
Team Rerolls: 5
Contribution to Team Value: 340
Total Team Value
Permanent: 1390
Temporary: 1390
| Attachment | Size |
|---|---|
| Primes Sheets.xls | 28.5 KB |
| No. | Player Name | Race | Position | Signed | Niggles | Games Missed | SPPs | Skill Rolls | In Reserves |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Rasputin | Vampire | Vampire | Unsigned | 0 | 0 | 0 | 0 | 0 |
| 2 | Lilith | Dark Elf | Witch Elf | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 3 | Optimus Prime | Norse | Ulfwerener | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 4 | Ishtar | Amazon | Thrower | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 5 | Alexei Vronsky | Dark Elf | Line Elf | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 6 | Konstantine Levin | High Elf | Line Elf | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 7 | Curly Jo | Amazon | Thrower | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | Wednesday | Norse | Lineman | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 9 | Echo | Human | Lineman | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 10 | Mr Bubbles | Skaven | Line Rat | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 11 | BA Baracus | Orc | Line Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 12 | Hannibal | Orc | Line Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 13 | Sierra | Human | Lineman | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 14 | Identity TBC | Skaven | Line Rat | Unsigned | 0 | 0 | 0 | 0 | 0 |
| 15 | Victor | Human | Lineman | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 16 | The Face | Orc | Line Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| No. | Player Name | Race | Position | MA | ST | AG | AV | Skills | inj | cmp | td | int | cas | mvp | spp |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | Lilith | Dark Elf | Witch Elf | 7 | 3 | 4 | 7 | Tackle, Block, Dodge, Frenzy, Jump Up | 0 | 3 | 0 | 1 | 1 | 16 | |
| 3 | Optimus Prime | Norse | Ulfwerener | 6 | 4 | 2 | 8 | Block, Frenzy | 0 | 0 | 0 | 1 | 1 | 7 | |
| 4 | Ishtar | Amazon | Blitzer | 6 | 3 | 3 | 7 | Block, Dodge | 0 | 0 | 0 | 0 | 0 | 0 | |
| 5 | Alexei Vronsky | Dark Elf | Line Elf | 6 | 3 | 4 | 8 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 6 | Konstantine Levin | High Elf | Line Elf | 6 | 3 | 4 | 8 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 7 | Curly Jo | Amazon | Thrower | 6 | 3 | 3 | 7 | Pass, Dodge, Sure Hands | 2 | 0 | 0 | 0 | 2 | 12 | |
| 8 | Wednesday | Norse | Lineman | 6 | 3 | 3 | 7 | Block | 0 | 0 | 0 | 0 | 1 | 5 | |
| 9 | Echo | Human | Lineman | 6 | 3 | 3 | 8 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 10 | Mr Bubble | Skaven | Line Rat | 7 | 3 | 3 | 7 | 0 | 0 | 0 | 0 | 1 | 5 | ||
| 11 | BA Baracus | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 12 | Hannibal | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 1 | 5 | ||
| 13 | Sierra | Human | Lineman | 6 | 3 | 3 | 8 | 0 | 0 | 0 | 0 | 1 | 5 | ||
| 15 | Victor | Human | Lineman | 6 | 3 | 3 | 8 | 0 | 0 | 0 | 1 | 0 | 2 | ||
| 16 | The Face | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | ||
Name: Primus
Capacity: 35k
Upgrades:
None
Red Terror are coached by Lobey Dosser. Their stadium is The Skulldrome of Terror. They are in the Eastern Conference.

Week 1
@ Divisible Primes
DRAW 1-1 (Cas:3-3)
Week 2
v Surreal Madrid
DRAW 2-2 (Cas:1-3)
Week 3
@ Underworld Exiles
DRAW 2-2 (Cas:2-1)
Week 4
v Revengers' Tragedy
LOSS 1-3 (Cas:0-3)
Week 5
v Divisible Primes
Week 6
v Dark Matters
Week 7
@ Revengers' Tragedy
Week 8
@ Surreal Madrid
| No. | Player Name | Race | Type | Position | SPPs | Cost | Mod | Status |
|---|---|---|---|---|---|---|---|---|
| 1 | Big Shuggie | Norse | Big Guy | Yeti | 0 | 150 | 0 | active |
| 2 | Iron King Jozef | Undead | Blocker | Mummy | 12 | 110 | 20 | active |
| 3 | Serahim Greenblade | Wood Elf | Catcher | Catcher | 6 | 90 | 50 | active |
| 4 | Cheka da Menace | Orc | Blitzer | Blitzer | 2 | 80 | 0 | active |
| 5 | Leonize Brightmark | Pro Elf | Thrower | Thrower | 2 | 80 | 0 | active |
| 6 | Butch 'Cannonball' McSturm | Human | Thrower | Thrower | 1 | 70 | 0 | active |
| 7 | Maqui del Mazzerine | Pro Elf | Lineman | Line Elf | 0 | 60 | 0 | active |
| 8 | Sonny 'Running Boy' Williams | Human | Catcher | Catcher | 7 | 70 | 30 | active |
| 9 | Giblet Guttersnipe | Goblin | Lineman | Goblin | 0 | 40 | 0 | unsigned |
| 10 | Molotov McSneak | Skaven | Lineman | Line Rat | 0 | 50 | 0 | active |
| 11 | Larry Krushmother | Orc | Lineman | Line Orc | 0 | 50 | 0 | active |
| 12 | Jerry Stabsticker | Orc | Lineman | Line Orc | 7 | 50 | 20 | active |
| 13 | Harry Harmstunty | Orc | Lineman | Line Orc | 0 | 50 | 0 | unsigned |
| 14 | Rober le Moynes | Human | Lineman | Lineman | 0 | 50 | 0 | active |
| 15 | Kurt Gubliem | Human | Lineman | Lineman | 0 | 50 | 0 | active |
| 16 | Desotto da Curuna | Human | Lineman | Lineman | 0 | 50 | 0 | unsigned |
| W | Dwarf | Weapon | Blunderbuss | 0 | 40 | 0 | unsigned |
Contribution to Team Value from Players:
Active: 960+120
Injured: 0
Reserve: 0
| Role | Name | Signed | Cost | Status |
|---|---|---|---|---|
| Apothecary | Season 1 | 50 | Active | |
| Assistant Coach | Season 1 | 10 | Active | |
| Assistant Coach | Season 1 | 10 | Active | |
| Cheerleader | Season 1 | 10 | Active | |
| Cheerleader | Season 1 | 10 | Active | |
| Cheerleader | Season 1 | 10 | Active |
Contribution to Team Value from Coaching Staff
Active: 100
Injured: 0
Fan Factor: 4
Team Rerolls: 4
Contribution to Team Value: 240
Total Team Value
Permanent: 1420
Temporary: 1420
| Attachment | Size |
|---|---|
| Terror Sheets.xls | 42 KB |
| No. | Player Name | Race | Position | Signed | Niggles | Games Missed | SPPs | Skill Rolls | In Reserves |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Big Shuggie | Norse | Yeti | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 2 | Iron King Jozef | Undead | Mummy | Season 1 | 0 | 0 | 12 | 1 | 0 |
| 3 | Serahim Greenblade | Wood Elf | Catcher | Season 1 | 0 | 0 | 6 | 1 | 0 |
| 4 | Cheka da Menace | Orc | Blitzer | Season 1 | 0 | 0 | 2 | 0 | 0 |
| 5 | Leonize Brightmark | Pro Elf | Thrower | Season 1 | 0 | 0 | 2 | 0 | 0 |
| 6 | Butch 'Cannonball' McSturm | Human | Thrower | Season 1 | 0 | 1 | 1 | 0 | 0 |
| 7 | Maqui del Mazzerine | Pro Elf | Line Elf | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | Sonny 'Running Boy' Williams | Human | Catcher | Season 1 | 0 | 0 | 7 | 1 | 0 |
| 10 | Molotov McSneak | Skaven | Line Rat | Season 1 | 0 | 0 | 3 | 0 | 0 |
| 11 | Larry Krushmother | Orc | Line Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 12 | Jerry Stabsticker | Orc | Line Orc | Season 1 | 0 | 0 | 7 | 1 | 0 |
| 14 | Rober le Moynes | Human | Lineman | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 15 | Kurt Gubliem | Human | Lineman | Season 1 | 0 | 0 | 0 | 0 | 0 |
| No. | Player Name | Race | Position | MA | ST | AG | AV | Skills | inj | cmp | td | int | cas | mvp | spp |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Big Shuggie | Norse | Yeti | 5 | 5 | 1 | 8 | Claws, Disturbing Presence | 0 | 0 | 0 | 0 | 0 | 0 | |
| 2 | Iron King Jozef | Undead | Mummy | 3 | 5 | 1 | 9 | Mighty Blow, Regenerate, Guard | 0 | 0 | 0 | 1 | 2 | 12 | |
| 3 | Serahim Greenblade | Wood Elf | Catcher | 9 | 3 | 4 | 7 | Dodge, Catch, +1 ST | 0 | 2 | 0 | 0 | 0 | 6 | |
| 4 | Cheka da Menace | Orc | Blitzer | 6 | 3 | 3 | 9 | Block | 0 | 0 | 0 | 1 | 0 | 2 | |
| 5 | Leonize Brightmark | Pro Elf | Thrower | 6 | 3 | 4 | 7 | Pass | 2 | 0 | 0 | 0 | 0 | 2 | |
| 6 | Butch 'Cannonball' McSturm | Human | Thrower | 6 | 3 | 3 | 8 | Pass, Sure Hands | 1 | 0 | 0 | 0 | 0 | 1 | |
| 7 | Maqui del Mazzerine | Pro Elf | Line Elf | 6 | 3 | 4 | 7 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 8 | Sonny 'Running Boy' Williams | Human | Catcher | 8 | 2 | 3 | 7 | Dodge, Catch, Nerves of Steel | 0 | 0 | 0 | 1 | 1 | 7 | |
| 10 | Molotov McSneak | Skaven | Line Rat | 7 | 3 | 3 | 7 | 0 | 1 | 0 | 0 | 0 | 3 | ||
| 11 | Larry Krushmother | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 12 | Jerry Stabsticker | Orc | Line Orc | 5 | 3 | 3 | 9 | Block | 0 | 0 | 0 | 1 | 1 | 7 | |
| 14 | Rober le Moynes | Human | Lineman | 6 | 3 | 3 | 8 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 15 | Kurt Gubliem | Human | Lineman | 6 | 3 | 3 | 8 | 0 | 0 | 0 | 0 | 0 | 0 | ||
Name: Skulldrome of Terror
Capacity: 35k
Upgrades:
None
Revengers' Tragedy are coached by Brave Sir Robin. Their stadium is Boca del Infierno. They are in the Eastern Conference.

Week 1
@ Surreal Madrid
LOSS 1-2 (Cas:1-3)
Week 2
v Divisible Primes
WIN 4-0 (Cas:3-0)
Week 3
@ Hate Machine
LOSS 0-2 (Cas:1-2)
Week 4
@ Red Terror
WIN 3-1 (Cas:3-0)
Week 5
v Surreal Madrid
WIN 1-0 (Cas:3-2)
Week 6
v Tanglewood Longshanks
WIN 2-1 (Cas:1-2)
Week 7
v Red Terror
Week 8
@ Divisible Primes
| No. | Player Name | Race | Type | Position | SPPs | Cost | Mod | Status |
|---|---|---|---|---|---|---|---|---|
| 1 | Dr Beardface | Wood Elf | Big Guy | Treeman | 14 | 150 | 20 | active |
| 2 | Michael J Fox | Undead | Blitzer | Werewolf | 23 | 130 | 70 | active |
| 3 | DeMarcus Ware | Pro Elf | Blitzer | Blitzer | 36 | 110 | 90 | active |
| 4 | Frankie Boyle | Skaven | Blitzer | Blitzer | 9 | 90 | 20 | active |
| 5 | Haloti Ngata | Chaos Dwarf | Blocker | Blocker | 14 | 70 | 20 | active |
| 6 | Sir Squeaksalot | Skaven | Thrower | Thrower | 12 | 70 | 20 | active |
| 7 | Sonic the Hedgehog | Lizardmen | Lineman | Skink | 5 | 70 | 0 | active |
| 8 | Thor Odinson | Norse | Lineman | Lineman | 7 | 50 | 40 | active |
| 9 | Dungeon Keeper | Orc | Lineman | Line Orc | 0 | 50 | 0 | active |
| 10 | Vanilla Bear | Human | Lineman | Lineman | 0 | 50 | 0 | active |
| 11 | Don LaFontaine | Orc | Lineman | Line Orc | 0 | 50 | 0 | active |
| 12 | Bob Saget | Undead | Lineman | Zombie | 7 | 40 | 30 | active |
| 15 | Rowdy the Wonder Rat | Skaven | Lineman | Line Rat | 0 | 50 | 0 | active |
| 16 | Chocolate Bear | Skaven | Lineman | Line Rat | 2 | 50 | 0 | active |
| 13 | Human | Lineman | Human | 0 | 50 | 0 | unsigned | |
| 14 | Goblin | Lineman | Goblin | 0 | 40 | 0 | unsigned | |
| W | Goblin | Weapon | Deathroller | 0 | 120 | 0 | unsigned | |
| 21 | The Todd | Human | Lineman | Lineman | 0 | 50 | 0 | deceased |
Contribution to Team Value from Players:
Active: 1030+310=1340
Injured: 0
Reserve: 0
| Role | Name | Signed | Cost | Status |
|---|---|---|---|---|
| Apothecary | Dr Heifenschlaffer | Season 1 | 50 | Active |
Contribution to Team Value from Coaching Staff
Active: 50
Injured: 0
Fan Factor: 7
Team Rerolls: 4
Contribution to Team Value: 270
Total Team Value
Permanent: 1660
Temporary: 1660
| Attachment | Size |
|---|---|
| Tragedy Sheets.xls | 22 KB |
| No. | Player Name | Race | Position | Signed | Niggles | Games Missed | SPPs | Skill Rolls | In Reserves |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Dr Beardface | Wood Elf | Treeman | Season 1 | 0 | 0 | 12 | 1 | 0 |
| 2 | Michael J Fox | Undead | Werewolf | Season 1 | 0 | 0 | 23 | 2 | 0 |
| 3 | DeMarcus Ware | Pro Elf | Blitzer | Season 1 | 0 | 0 | 36 | 3 | 0 |
| 4 | Frankie Boyle | Skaven | Blitzer | Season 1 | 0 | 0 | 9 | 1 | 0 |
| 5 | Haloti Ngata | Chaos Dwarf | Blocker | Season 1 | 0 | 0 | 14 | 1 | 0 |
| 6 | Sir Squeaksalot | Skaven | Thrower | Season 1 | 0 | 0 | 12 | 1 | 0 |
| 7 | Sonic the Hedgehog | Lizardmen | Skink | Season 1 | 0 | 0 | 5 | 0 | 0 |
| 8 | Thor Odinson | Norse | Lineman | Season 1 | 0 | 0 | 7 | 1 | 0 |
| 9 | Dungeon Keeper | Orc | Line Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 10 | Vanilla Bear | Human | Lineman | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 11 | Don LaFontaine | Orc | Line Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 12 | Bob Saget | Undead | Zombie | Season 1 | 0 | 0 | 7 | 1 | 0 |
| 15 | Rowdy the Wonder Rat | Skaven | Line Rat | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 16 | Chocolate Bear | Skaven | Line Rat | Season 1 | 0 | 0 | 2 | 0 | 0 |
| No. | Player Name | Race | Position | MA | ST | AG | AV | Skills | inj | cmp | td | int | cas | mvp | spp |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Dr Beardface | Wood Elf | Treeman | 2 | 6 | 1 | 10 | Mighty Blow, Stand Firm, Guard | 0 | 0 | 0 | 2 | 2 | 14 | |
| 2 | Michael J Fox | Undead | Werewolf | 8 | 4 | 3 | 8 | Claws, Frenzy, Regenerate, Block, +1 ST | 0 | 4 | 0 | 3 | 1 | 23 | |
| 3 | DeMarcus Ware | Pro Elf | Blitzer | 8 | 3 | 5 | 8 | Block, Sidestep, +1 AG, +1 MA, Dodge | 4 | 5 | 1 | 0 | 3 | 36 | |
| 4 | Frankie Boyle | Skaven | Blitzer | 7 | 3 | 3 | 8 | Block, Tackle | 0 | 0 | 1 | 1 | 1 | 9 | |
| 5 | Haloti Ngata | Chaos Dwarf | Blocker | 4 | 3 | 2 | 9 | Block, Tackle, Thick Skull, Mighty Blow | 0 | 0 | 0 | 2 | 2 | 14 | |
| 6 | Sir Squeaksalot | Skaven | Thrower | 7 | 3 | 3 | 7 | Pass, Sure Hands, Accurate | 4 | 2 | 1 | 0 | 0 | 12 | |
| 7 | Sonic the Hedgehog | Lizardmen | Skink | 8 | 2 | 3 | 7 | Dodge, Stunty | 0 | 0 | 0 | 0 | 1 | 5 | |
| 8 | Thor Odinson | Norse | Lineman | 6 | 3 | 4 | 7 | Block, +1 AG | 0 | 0 | 0 | 1 | 1 | 7 | |
| 9 | Dungeon Keeper | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 10 | Vanilla Bear | Human | Lineman | 6 | 3 | 3 | 8 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 11 | Don LaFontaine | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 12 | Bob Saget | Undead | Zombie | 4 | 3 | 2 | 8 | Regenerate, Mighty Blow | 0 | 0 | 0 | 1 | 1 | 7 | |
| 15 | Rowdy the Wonder Rat | Skaven | Line Rat | 7 | 3 | 3 | 7 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 16 | Chocolate Bear | Skaven | Line Rat | 7 | 3 | 3 | 7 | 0 | 0 | 0 | 1 | 0 | 2 | ||
Name: Boca Del Infierno
Capacity: 65k
Upgrades:
| Type | Increase | Purchased |
|---|---|---|
| Terracing | 15k | Season 1 |
| Terracing | 15k | Season 1 |
Surreal Madrid are coached by Aaron. Their stadium is The Burn-a-Bow. They are in the Eastern Conference.

Week 1
v Revengers' Tragedy
WIN 2-1 (Cas:3-1)
Week 2
@ Red Terror
DRAW 2-2 (Cas:3-1)
Week 3
@ Dark Matters
WIN 3-1 (Cas:4-0)
Week 4
v Divisible Primes
LOSS 0-2 (Cas:0-2)
Week 5
@ Revengers' Tragedy
LOSS 0-1 (Cas:2-3)
Week 6
v Underworld Exiles
LOSS 1-4 (Cas:1-5)
Week 7
@ Divisible Primes
Week 8
v Red Terror
| No. | Player Name | Race | Type | Position | SPPs | Cost | Mod | Status |
|---|---|---|---|---|---|---|---|---|
| 1 | Big Bob | Human | Big Guy | Ogre | 14 | 150 | 40 | active |
| 2 | Gnkyrk the Unpronounceable | Chaos Dwarf | Blitzer | Bull Centaur | 9 | 130 | 30 | active |
| 3 | Bakaara | Orc | Blocker | Black Orc | 0 | 80 | 0 | active |
| 4 | Professor Squeak | Skaven | Catcher | Gutter Runner | 22 | 80 | 80 | active |
| 5 | Left | Undead | Blitzer | Wight | 7 | 90 | 30 | active |
| 6 | Beardy McBeardy | Dwarf | Lineman | Longbeard | 17 | 70 | 40 | active |
| 7 | Kroak | Lizardmen | Lineman | Skink | 5 | 70 | 0 | active |
| 8 | Gobba the Lobba | Orc | Thrower | Thrower | 15 | 70 | 20 | active |
| 9 | Sergeant Squeak | Skaven | Lineman | Line Rat | 0 | 50 | 0 | active |
| 10 | Dave the Orc | Orc | Lineman | Line Orc | 5 | 50 | 0 | active |
| 11 | Human | Lineman | Lineman | 0 | 50 | 0 | unsigned | |
| 12 | Dead Head | Undead | Lineman | Zombie | 0 | 40 | 0 | active |
| 13 | Goblin | Lineman | Line Goblin | 0 | 40 | 0 | unsigned | |
| 14 | Private Squeak | Skaven | Lineman | Line Rat | 2 | 50 | 0 | active |
| 15 | Brian the Orc | Orc | Lineman | Line Orc | 0 | 50 | 0 | active |
| 16 | Human | Lineman | Lineman | 0 | 50 | 0 | unsigned | |
| W | Goblin | Weapon | Bombs | 0 | 40 | 0 | unsigned |
Contribution to Team Value from Players:
Active: 980+240=1220
Injured: 0
Reserve: 0
| Role | Name | Signed | Cost | Status |
|---|---|---|---|---|
| Apothecary | Dr Yes | Season 1 | 50 | Active |
Contribution to Team Value from Coaching Staff
Active: 50
Injured: 0
Fan Factor: 10
Team Rerolls: 4
Contribution to Team Value: 300
Total Team Value
Permanent: 1570
Temporary: 1570
| No. | Player Name | Race | Position | Signed | Niggles | Games Missed | SPPs | Skill Rolls | In Reserves |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Big Bob | Human | Ogre | Season 1 | 0 | 0 | 7 | 1 | 0 |
| 2 | Gnkyrk the Unpronounceable | Chaos Dwarf | Bull Centaur | Season 1 | 0 | 0 | 3 | 0 | 0 |
| 3 | Bakaara | Orc | Black Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 4 | Professor Squeak | Skaven | Gutter Runner | Season 1 | 0 | 0 | 22 | 2 | 0 |
| 5 | Left | Undead | Wight | Season 1 | 0 | 0 | 7 | 1 | 0 |
| 6 | Beardy McBeardy | Dwarf | Longbeard | Season 1 | 0 | 0 | 12 | 1 | 0 |
| 7 | Kroak | Lizardmen | Skink | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | Gobba the Lobba | Orc | Thrower | Season 1 | 0 | 0 | 8 | 1 | 0 |
| 9 | Sergeant Squeak | Skaven | Line Rat | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 10 | Dave the Orc | Orc | Line Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 12 | Dead Head | Undead | Zombie | Season 1 | 0 | 0 | 0 | 0 | 0 |
| 14 | Private Squeak | Skaven | Line Rat | Season 1 | 0 | 0 | 2 | 0 | 0 |
| 15 | Brain the Orc | Orc | Line Orc | Season 1 | 0 | 0 | 0 | 0 | 0 |
| No. | Player Name | Race | Position | MA | ST | AG | AV | Skills | inj | cmp | td | int | cas | mvp | spp |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Big Bob | Human | Ogre | 5 | 5 | 3 | 9 | Mighty Blow, Thick Skull, +1AG | 0 | 0 | 0 | 2 | 2 | 14 | |
| 2 | Gnkyrk the Unpronounceable | Chaos Dward | Bull Centaur | 6 | 4 | 2 | 9 | Sprint, Sure Feet, Thick Skull, Dodge | 1 | 1 | 0 | 0 | 1 | 9 | |
| 3 | Bakaara | Orc | Black Orc | 4 | 4 | 2 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 4 | Professor Squeak | Skaven | Gutter Runner | 9 | 2 | 4 | 9 | Dodge, +1AV, Block, +1AV (helmet) | 0 | 6 | 1 | 1 | 0 | 22 | |
| 5 | Left | Undead | Wight | 6 | 3 | 3 | 8 | Block, Regenerate, Dodge | 0 | 0 | 0 | 1 | 1 | 7 | |
| 6 | Beardy McBeardy | Dwarf | Longbeard | 4 | 3 | 2 | 9 | Block, Tackle, Thick Skull, Mighty Blow, Guard | 0 | 0 | 0 | 1 | 3 | 17 | |
| 7 | Kroak | Lizardmen | Skink | 8 | 2 | 3 | 7 | Dodge, Stunty | 0 | 0 | 0 | 0 | 1 | 5 | |
| 8 | Gobba the Lobba | Orc | Thrower | 5 | 3 | 3 | 8 | Sure Hands, Pass, Accurate | 3 | 0 | 0 | 1 | 2 | 15 | |
| 9 | Sergeant Squeak | Skaven | Line Rat | 7 | 3 | 3 | 7 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 10 | Dave the Orc | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 1 | 5 | ||
| 12 | Dead Head | Undead | Zombie | 4 | 3 | 2 | 8 | Regenerate | 0 | 0 | 0 | 0 | 0 | 0 | |
| 14 | Private Squeak | Skaven | Line Rat | 7 | 3 | 3 | 7 | 0 | 0 | 0 | 1 | 0 | 2 | ||
| 15 | Brian the Orc | Orc | Line Orc | 5 | 3 | 3 | 9 | 0 | 0 | 0 | 0 | 0 | 0 | ||
Name: The Burnabow
Capacity: 55k
Upgrades:
Grandstand