WwW Blood Bowl League

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.

Fixture List

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.

Week 1 Fixtures

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
)

Week 2 Fixtures

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
)

Week 3 Fixtures

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
)

Week 4 Fixtures

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
)

Week 5 Fixtures

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
)

Week 6 Fixtures

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

Week 7 Fixtures

Red Terror @ Revengers' Tragedy
Surreal Madrid @ Divisible Primes
Dark Matters @ Tanglewood Longshanks
Underworld Exiles @ Hate Machine

Week 8 Fixtures

Revengers' Tragedy @ Divisible Primes
Red Terror @ Surreal Madrid
Tanglewood Longshanks @ Hate Machine
Dark Matters @ Underworld Exiles

House Rules

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.

Coaching Staff

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

Errata

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).

Kick Off Table

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.

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Kick Off Table.doc72.5 KB

League Structure

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.

Player Tables

Big Guy Table

For random generation roll a d8
# 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

Ultra-Rare Table

For random generation roll a d12
# 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

Rare Table

For random generation roll a d20
# 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

Uncommon Table

For random generation roll a d100
# 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

Common Table

For random generation roll a d20
# 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

Ubiquitous Table

For random generation roll a d6
# 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

Unhelpful Table

For random generation roll a d8
# 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

Secret Weapons Table

For random generation roll a d12
# 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

Post Match Tables

Bonus MVPs

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

SPP Table

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

Winnings Table

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

Fan Factor Table

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

Rosters are put together by very different rules compared to LRB5.

The Draft

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.

Special Play Cards

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.

Status

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.

Secret Weapons

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.

Reserves

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.

Free Agents

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.

End of Season

At the end of each season a player must make an aging roll and a retirement roll.

Aging 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.

Aging Table

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.

Retirement Roll

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.

Serious Injury Table

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

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Skills

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.

Stadia

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.

Construction Upgrades

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.

Stadium Upgrades

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.

Weather Table

In order to determine the weather, roll 2d6 on the Weather Type Table. Then roll 1d8 on the appropriate weather type table to find the current level of the weather.

Weather Type Table

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.
Thanks to MLA for the majority of the weather table. Modifications made by Brave Sir Robin and Cardinal Sin.
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League Table

# 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

Eastern Conference


# 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

Western Conference

# 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

Team Pages

Dark Matters

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.

Results and Fixtures

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

Roster

Players

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

Coaching Staff

Role Name Signed Cost Status
Apothecary Season 1 50 Active

Contribution to Team Value from Coaching Staff
Active: 50
Injured: 0

Other

Fan Factor: 8
Team Rerolls: 5
Contribution to Team Value: 330

Team Value

Total Team Value
Permanent: 1520
Temporary: 1520

Aging Information

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

Game Day Roster

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
Team
Dark Matters
Fan Factor
9
Stadium
The Dirt Pit
Rerolls
5
Capacity
35k
Apothecary
1
Team Value
1570
Assistant Coaches
0
Treasury
110
Cheerleaders
0

Hate Machine

Hate Machine are coached by JohanDenerad. Their stadium is [place holder]. They are in the western conference.

Results and Fixtures

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

Roster

Players

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

Coaching Staff

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

Other

Fan Factor: 11
Team Rerolls: 5
Contribution to Team Value: 360

Team Value

Total Team Value
Permanent: 1470
Temporary: 1470

Tanglewood Longshanks

The Tanglewood Longshanks are coached by CardinalSin. Their stadium is [place holder]. They are in the Western Conference.

Results and Fixtures

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

Roster

Players

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

Coaching Staff

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

Other

Fan Factor: 11
Team Rerolls: 3
Contribution to Team Value: 26

Team Value

Total Team Value
Permanent: 155
Temporary: 0

Underworld Exiles

The Underworld Exiles are coached by Telpher. Their stadium is [place holder]. They are in the Western Conference.

Background

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.

Results and Fixtures

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

Roster

Players

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
Contribution to Team Value from Players: Active: 1240 Injured: 0 Reserve: 0

Coaching Staff

Role Name Signed Cost Status
Apothecary 'Sawbones' McCraw signed 50 active
Contribution to Team Value from Coaching Staff Active: 50 Injured: 0

Other

Fan Factor: 7 Team Rerolls: 4 Contribution to Team Value: 270

Team Value

Total Team Value Permanent: 1560 Temporary: 0
AttachmentSize
Exiles Sheets.xls38.5 KB

Divisible Primes

The Divisble Primes are an Eastern Conference team based at Primus. They are coached by Learned Hand.

Results and Fixtures

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

Roster

Players

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

Coaching Staff

Role Name Signed Cost Status
Apothecary Manus Season 1 50 Active

Contribution to Team Value from Coaching Staff
Active: 50
Injured: 0

Other

Fan Factor: 9
Team Rerolls: 5
Contribution to Team Value: 340

Team Value

Total Team Value
Permanent: 1390
Temporary: 1390

AttachmentSize
Primes Sheets.xls28.5 KB

Aging Information

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

Game Day Roster

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
Team
Divisible Primes
Fan Factor
9
Stadium
Primus
Rerolls
5
Capacity
-
Apothecary
1
Team Value
1390
Assisstant Coaches
0
Treasury
70k
Cheerleaders
0

Stadium

Name: Primus
Capacity: 35k

Upgrades:
None

Red Terror

Red Terror are coached by Lobey Dosser. Their stadium is The Skulldrome of Terror. They are in the Eastern Conference.

Results and Fixtures

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

Roster

Players

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

Coaching Staff

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

Other

Fan Factor: 4
Team Rerolls: 4
Contribution to Team Value: 240

Team Value

Total Team Value
Permanent: 1420
Temporary: 1420

AttachmentSize
Terror Sheets.xls42 KB

Aging Information

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

Game Day Roster

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
Team
Red Terror
Fan Factor
4
Stadium
Skulldrome of Terror
Rerolls
4
Capacity
35k
Apothecary
1
Team Value
1420
Assisstant Coaches
2
Treasury
40k
Cheerleaders
3

Stadium

Name: Skulldrome of Terror
Capacity: 35k

Upgrades:
None

Revengers' Tragedy

Revengers' Tragedy are coached by Brave Sir Robin. Their stadium is Boca del Infierno. They are in the Eastern Conference.

Results and Fixtures

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

Roster

Players

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

Coaching Staff

Role Name Signed Cost Status
Apothecary Dr Heifenschlaffer Season 1 50 Active

Contribution to Team Value from Coaching Staff
Active: 50
Injured: 0

Other

Fan Factor: 7
Team Rerolls: 4
Contribution to Team Value: 270

Team Value

Total Team Value
Permanent: 1660
Temporary: 1660

AttachmentSize
Tragedy Sheets.xls22 KB

Aging Information

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

Game Day Roster

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
Team
Revengers' Tragedy
Fan Factor
7
Stadium
Boca del Infierno
Rerolls
4
Capacity
65k
Apothecary
1
Team Value
1660
Assistant Coaches
0
Treasury
50k
Cheerleaders
0

Stadium

Name: Boca Del Infierno
Capacity: 65k

Upgrades:

Type Increase Purchased
Terracing 15k Season 1
Terracing 15k Season 1

Surreal Madrid

Surreal Madrid are coached by Aaron. Their stadium is The Burn-a-Bow. They are in the Eastern Conference.

Results and Fixtures

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

Roster

Players

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

Coaching Staff

Role Name Signed Cost Status
Apothecary Dr Yes Season 1 50 Active

Contribution to Team Value from Coaching Staff

Active: 50

Injured: 0

Other

Fan Factor: 10

Team Rerolls: 4

Contribution to Team Value: 300

Team Value

Total Team Value

Permanent: 1570

Temporary: 1570

Aging Information

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

Game Day Roster

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
Team
Surreal Madrid
Fan Factor
10
Stadium
The Burn-a-Bow
Rerolls
4
Capacity
55k
Apothecary
1
Team Value
1500
Assisstant Coaches
0
Treasury
80k
Cheerleaders
0

Stadium

Name: The Burnabow
Capacity: 55k

Upgrades:
Grandstand