Blood Bowl 3

Blood Bowl 3

164 ratings
BB3 Bible
By Saint Scylla
All you need to know regarding teams, players, skills, inducements, differences between BB2 and BB3, and more!
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DIFFERENCES WITH BB2
BB3 uses the new BB2020 ruleset, like the latest version of the tabletop game (Blood Bowl Second Season Edition). Here are the key changes if you're coming from BB2:
  • Agility is now split into Agility (AG) and Passing (PA). The new Agility is used to dodge, leap, pick up the ball and catch a pass. Passing is only used to throw the ball or throw a player.
  • Agility, Passing and Armor are presented as a score to reach, such as 4+, instead of a raw characteristic, such as 3.
  • You have more control over the upgrades of your players. Rather than fixed levels and random rolls, you now spend SPP on different bonuses with different costs: Primary skills, Secondary skills and characteristic upgrades. See the section PLAYER SKILLS for all details.
  • Rerolls are no longer limited to one per turn. You can now burn as many rerolls as you have during a turn, though a roll can never be rerolled more than once.
  • Any player can now jump over a prone or stunned player, but not over an empty square or a standing player.
  • Interceptions allow the player to either catch the ball himself as usual, or deflect (scatter) it instead.
  • Go For It (GFI) has been renamed Rush. The rule is unchanged, it's only a cosmetic change.
  • Fouls are now affected by friendly and hostile Guards.
  • The kickoff table has been updated.
  • Winnings are no longer random: their calculation includes the total Dedicated Fans of both teams and the amount of TDs that your team has scored.
  • Team rosters have been updated. See the section TEAMS below.
  • New skills have been added and many existing skills have been updated. See the section SKILLS.
TEAMS
The game currently includes 17 teams, presented below in alphabetical order. Each 3-month season adds a new team.

You can spend up to 1.000 K when creating a new team. You need to hire at least 11 players. The cost of team rerolls will double after the creation of the team, so you'd best buy a couple of them for cheap at this stage.

Team special rules impact the cost or availability of some inducements, as you can see in the INDUCEMENTS section of this guide.
Black Orcs
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Goblin Bruiser
6
2
3+
4+
8+
Dodge, Right Stuff, Stunty, Thick Skull
A
GSP
45 K
6
Black Orc
4
4
4+
5+
10+
Brawler, Grab
GS
AP
90 K
1
Trained Troll
4
5
5+
5+
10+
Always Hungry, Loner (3+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-Mate
S
GAP
115 K
Rerolls: 60 K. Special rules: Badlands Brawl, Bribery and Corruption. Access to Apothecary: Yes.

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

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

Three rerolls
6x Black Orcs
6x Goblin Bruisers
3x Rerolls
Total: 990 K
Chaos Chosens
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Beastman Runner
6
3
3+
4+
9+
Horns
GSM
AP
60 K
4
Chosen Blocker
5
4
3+
5+
10+
-
GSM
A
100 K
1*
Chaos Troll
4
5
5+
5+
10+
Always Hungry, Loner (3+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-Mate
SM
GA
115 K
1*
Chaos Ogre
5
5
4+
5+
10+
Bone-head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team-mate
SM
GA
140 K
1*
Minotaur
5
5
4+
-
9+
Frenzy, Horns, Loner (4+), Mighty Blow (+1), Thick Skull, Unchannelled Fury
SM
GA
150 K
* A Chaos Chosen team may only include a single Big Guy.
Rerolls: 60 K. Special rules: Favoured of Chaos Undivided. Access to Apothecary: Yes.

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

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

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

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

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

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

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

Safety
1x Troll
1x Ogre
1x Dark Elf / Thrower
8x Linemen / Orc / Skaven
3x Rerolls
1x Apothecary
Total: 990 K
Dark Elves
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Dark Elf Lineman
6
3
2+
4+
9+
-
AG
S
70 K
4
Dark Elf Blitzer
7
3
2+
4+
9+
Block
AG
PS
100 K
2
Dark Elf Runner
7
3
2+
3+
8+
Dump-off
AGP
S
80 K
2
Assassin
7
3
2+
5+
8+
Shadowing, Stab
AG
PS
85 K
2
Witch Elf
7
3
2+
5+
8+
Dodge, Frenzy, Jump Up
AG
PS
110 K
Rerolls: 50 K. Special rules: Elven Kingdoms League. Access to Apothecary: Yes.

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

Suggested builds
Apothecary
2x Blitzers
9x Linemen
2x Rerolls
1x Apothecary
Total 980 K

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

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

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

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

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

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

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

Exhibition game
2x Throwers
2x Catchers
2x Blitzers
5x Linemen
2x Rerolls
Total: 980 K
Humans
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
16
Human Lineman
6
3
3+
4+
9+
-
G
AS
50 K
4
Human Blitzer
7
3
3+
4+
9+
Block
GS
AP
85 K
4
Human Catcher
8
2
3+
5+
8+
Catch, Dodge
AG
PS
65 K
2
Human Thrower
6
3
3+
2+
9+
Pass, Sure Hands
GP
AS
80 K
3
Halfling Hopeful
5
2
3+
4+
7+
Dodge, Right Stuff, Stunty
A
GS
30 K
1
Ogre
5
5
4+
5+
10+
Bone Head, Loner (4+), Mighty Blow (+1), Thick Skull, Throw Team Mate
S
AG
140 K
Rerolls: 50K. Special rules: Old World Classic. Access to Apothecary: Yes.

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

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

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

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

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

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

Bretonnian Classic
2x Blitzers
4x Bodyguards
6x Retainers
2x Rerolls
Total: 995 K
Lizardmen
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Skink Runner Linemen
8
2
3+
4+
8+
Dodge, Stunty
A
GPS
60 K
2
Chameleon Skink
7
2
3+
3+
8+
Dodge, On The Ball, Shadowing, Stunty
A
GPS
60 K
6
Saurus Blocker
6
4
5+
6+
10+
-
GS
A
85 K
1
Kroxigor
6
5
5+
-
10+
Bone Head, Loner (4+), Mighty Blow (+1), Prehensile Tail, Thick Skull
S
AG
140 K
Rerolls: 70K. Special rules: Lustrian Superleague. Access to Apothecary: Yes.

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

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

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

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

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

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

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

No wolf, three rerolls
2x Flesh Golems
2x Wraiths
2x Ghouls
5x Zombies
3x Rerolls
Total: 980 K
Nurgle
Roster
Max
Name
MA
ST
AG
PA
AV
Starting skills
Primary
Secondary
Cost
12
Rotter
5
3
4+
6+
9+
Decay, Plague Ridden
GM
AS
35 K
4
Pestigor
6
3
3+
4+
9+
Horns, Plague Ridden, Regeneration
GMS
AP
75 K
4
Bloater
4
4
4+
6+
10+
Disturbing Presence, Foul Appearance, Plague Ridden, Regeneration
GMS
A
115 K
1
Rotspawn
4
5
5+
-
10+
Disturbing Presence, Foul Appearance, Loner (4+), Mighty Blow (+1), Plague Ridden, Really Stupid, Regeneration, Tentacles
S
AGM
140 K
Rerolls: 70 K. Special rules: Favoured of Nurgle. Access to Apothecary: no.

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

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

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

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

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

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

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

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

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

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

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

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

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

Playstyle
While the Skaven players aren't as agile as Elves, they're faster and cheaper. Their secondary access to Mutations opens up interesting specialized roles: Blitzers can benefit from Horns or Claws, Gutter Runners can use Two Heads to sneak between the lines or Extra Arms / Very Long Legs to intercept enemy passes. The Gutter Runners are the stars of the team and will score most of the touchdowns. They'll also attract a lot of heat! The team's low AV will require reserves to avoid losing an attrition battle.

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

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

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

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

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

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

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

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

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

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

Player level
Random Primary
Primary pick or
random Secondary
Secondary pick
Random Characteristic
1st advancement
3 SPP
6 SPP
12 SPP
18 SPP
2nd advancement
4 SPP
8 SPP
14 SPP
20 SPP
3rd advancement
6 SPP
12 SPP
18 SPP
24 SPP
4th advancement
8 SPP
16 SPP
22 SPP
28 SPP
5th advancement
10 SPP
20 SPP
26 SPP
32 SPP
6th advancement
15 SPP
30 SPP
40 SPP
50 SPP

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

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

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

Be aware that characteristic upgrades can severely increase your TV:
+1 AV: 10K TV
+1 MA or PA: 20K TV
+1 AG: 40K TV
+1 ST: 80K TV
General skills
Block
This Skill allows the Player who possesses it to not be Knocked down when a Both Down is chosen on a Block action.

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

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

Fend
An opposition Player who pushes this Player cannot Follow up. Cannot be used after a chain-push, nor against a Player who has Ball & Chain or Juggernaut.

Frenzy (mandatory use)
Each time this Player carries out a Block action, he must attempt a Follow up each time it is possible. He must then attempt a second Block action against the same target. A Player with this Skill cannot have Grab.

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

Pro
During his activation, this Player can Re-roll a dice except for Armour Value, Injury and Casualty tests. On 3+ on a D6 he can Re-roll his dice.

Shadowing
This Player can use this Skill when an opponent leaves a Square that he was Marking. Roll a D6 + MA of this Player - MA of the opponent. On a roll of 6+, or on a natural 6, this Player can move into the vacated Square without a Dodge roll.

Strip Ball
When choosing pushed back on a Block action against a Player carrying the Ball, the latter falls into the destination Square and Bounce.

Sure Hands
This Player can Re-roll a Pick up test. Moreover, the Strip Ball Skill cannot be used against this Player.

Tackle
Prevents opposition Players in Squares Marked by this Player from using the Dodge Skill.


Wrestle
This Player uses this Skill on a Both Down result when he is the initiator or the target of a Block action. Instead, the two Players are placed Prone without taking into account the other Skills they may have and no Turnover is caused.
Agility skills
Catch
This Player can Re-roll all Catch tests.


Defensive
During the Turn of your opponent, any Player Marked by this Player cannot use the Guard Skill.

Diving Catch
This Player can attempt to Catch the ball if it lands in his Tackle Zone as a result of a Pass, a throw or a Kick-off. Moreover, he gains +1 to catch an Accurate pass if he is in the target Square.

Diving Tackle
If an opposition Player succeeds in an Agility test when trying to leave a Square Marked by this Player, you can use this Skill. Your Player is placed Prone in the Square freed by the opponent. The opponent deducts 2 from his Agility test.

Dodge
Once per Turn and per activation, this Player can Re-roll a failed Dodge test. Moreover, this Player can choose to use this Skill when he is the target of a Block and the result is a Stumble.

Jump up
If this Player is Prone, they can stand up at no cost. Moreover, if they are Prone during their activation, they can attempt a Jump up and perform a Block. To do this, they must succeed an Agility test, with a +1 modifier. If they fail, they remain Prone and their activation ends. This Skill may still be used if the Player is Prone or has lost their Tackle Zone.

Leap
This Player can Jump over any Square during his Movement Allowance, including a Square occupied by a Standing Player. Moreover, it reduces any Agility penalty by 1 for any attempts at jumping (to a minimum of -1).
Author's note: to activate Leap, make a long left click on the square you want to leap over. In the next step you'll be able to choose the square you want to leap into.

Safe Pair of Hands
If this Player is Knocked down or becomes Prone while carrying the Ball, you may place the latter in an adjacent Square. This Skill may still be used if the Player is Prone.

Sidestep
If this Player is pushed back, you (not the opposition Manager) choose an adjacent unoccupied Square as destination.

Sneaky Git
This Player is not Sent off on a natural double during an Armour Value test when he commits a Foul. Moreover, his activation does not end after a Foul, and he can continue to move.

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


Sure Feet
Once per Team Turn during his activation, this Player can Re-roll the D6 during a Rush.
Mutation skills
Big Hand
This Player ignores Marked and Pouring Rain modifiers during a Pick up test.


Claws
When a Player with this Skill Knock Down an opponent, the latter's Armour Value is always broken on an unmodified result of 8+.

Disturbing Presence (mandatory use)
When an opposition Player attempts a Pass, Throw Team-Mate or Throw Bomb action, or he tries to interfere with a Pass or to Catch the ball, he applies a -1 modifier for each Player within 3 Squares who has this Skill, whatever the state of these Players.

Extra Arms
+1 on Pick up and Catch tests or when he tries to interfere with a Pass.


Foul Appearance (mandatory use)
When an opposition Player declares a Block action or a Special action against this Player, the action is lost on a D6 result of 1. This Skill may still be used if the Player is Prone, Stunned, or has lost their Tackle Zone.

Horns
On a Block during a Blitz, this player gains +1 ST.


Iron Hard Skin
The Claws mutation cannot be used against this Player. This Skill may still be used if the Player is Prone, Stunned, or has lost their Tackle Zone.

Monstrous Mouth
This Player can Re-roll each failed Catch. Moreover, the Strip Ball Skill cannot be used against this Player.

Prehensile Tail
-1 on Dodge, Jump up or Leap tests for an opponent who tries to leave a Square Marked by this Player.

Tentacles
When an opponent tries to leave a Square Marked by this Player, roll a D6 +ST of the Player -ST of the opponent. On a roll of 6+, or on a natural 6, the opponent remains where he is and his Move ends.

Two Heads
+1 on Agility tests during a Dodge.


Very Long Legs
The player reduces by 1, to a minimum of -1, any negative modifier applied to the Agility test when Jumping over a Prone or Stunned player (or to Leap over an empty square or a square occupied by a Standing player, if this player has the Leap skill). Moreover, he gains +2 to attempts to Interfere with a Pass. Finally, he ignores the Cloud Burster Skill.
Passing skills
Accurate
+1 on PA tests for a Quick pass or Short pass.


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


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

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

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

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

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

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


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

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


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


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

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


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

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

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

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

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

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

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

Stand Firm
This Player cannot be pushed back.


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

Thick Skull: on an Injury test against this Player:
- On an 8 (or 7 if Stunty): Stunned
- On a 9 (or 8 if Stunty): KO
- Other results are unchanged.
Trait skills (1/2)
Always Hungry (mandatory use)
During an attempt to Throw Team-Mate, on a D6 result of 1: the Throw Team-Mate fails and the Player tries to eat his Team-mate. Attempt at eating: on a D6 result of 1, the Team-mate is Dead without possibility of an Apothecary.

Animal Savagery (mandatory use)
After declaring an action, on a D6 result of 1-3 (with +2 if the declared action is a Blitz): an adjacent Team-mate is Knocked down. Only causes a Turnover if the victim was carrying the Ball. During an Armour Value test, the opposition Manager can use the Mighty Blow Skill if your Player has it. The Turn of the Player stops immediately if no Team-mate is adjacent. This Player loses his Tackle Zone until next activated.

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

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

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

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

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

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


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

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

No Hands
This Player cannot take possession of the Ball nor attempt any action that would lead him to take possession of the Ball.

Plague Ridden
Once per Match, if an opponent with an ST of 4 or less, and without the Regeneration, Decay or Stunty Traits suffers a Dead result following a Block or Foul by this Player, a new Lineman is placed in the Reserves box.

Pogo Stick
This Player can Jump over any Square during his Move, including a Square occupied by a Standing Player. Moreover, it reduces any Agility penalty by 1 for any attempts at jumping.
Trait skills (2/2)
Projectile Vomit
Replaces Block. Target an adjacent Standing Player and roll a D6:
1: the Player is covered in his own vomit.
2+: the target is covered.
In all cases, make an Armour Value test without modifier on the victim. If successful, the target is Prone and undergoes an Injury test.
Usable only once per Turn. Incompatible with Frenzy and Multiple Block.

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

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

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

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

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

Stunty (mandatory use)
On Agility tests for a Dodge, this player ignores the -1 marking penalty on the square he has just occupied. Bombardier, Chainsaw and Swoop cancel this advantage.
However, opposition players gain +1 on their Agility test when interfering with a pass by a Stunty player.
When failing an Armour Value, Stunty players don't roll on the normal Injury Table. Instead they roll on the Stunty Injury Table, which has higher odds of resulting in a KO or a Badly Hurt.

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

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


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

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

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

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

Unchannelled Fury (mandatory use)
When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6, applying a +2 modifier to the dice roll if you declared the player would perform a Block or Blitz action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action):
- On a roll of 1-3, the action isn't performed and the player's activation ends immediately. If you declared that this player would perform an action which can only be performed once per team, the action is considered to have been performed and no other player on your team may perform the same action this team turn.
- On a roll of 4+, this player continues their activation as normal and completes their declared action.
INDUCEMENTS
Inducements are one-game advantages which can be purchased with Petty cash and/or Team Treasury right before the game.

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

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


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

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

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

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

Plague Doctor - max 1 - 50 K (only avaible to teams with the special rule Favoured of Nurgle)
This Plague Doctor allows you, once per Match, to Re-roll a failed Regeneration test on one of your Players. Alternatively, a Plague Doctor can be used, in the same way as an Apothecary, if a Player is KO. Includes Journeymen, but neither Mercenaries nor Star Players.

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

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

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

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

Name
MA
ST
AG
PA
AV
Skills
Cost
Plays for
Anqi Panqi
7
4
5+
6+
10+
Block, Grab, Loner (4+), Stand Firm
190 K
Lustrian Superleague
Asperon Thorn
6
3
2+
2+
9+
Hail Mary Pass, Loner (4+), One The Ball, Pass, Safe Pass, Sure Hands
150 K
Elven Kingdoms League
Barik Farblast
6
3
3+
3+
9+
Cannoneer, Hail Mary Pass, Loner (4+), Pass, Secret Weapon, Sure Hands, Thick Skull
80 K
Halfling Thimble Cup, Old World Classic, Worlds Edge Superleague
Bilerot Vomitflesh
4
5
4+
6+
10+
Dirty Player (+1), Disturbing Presence, Foul Appearance, Loner (4+)
180 K
Favoured of Nurgle
Bryce Cambuel
5
4
3+
-
9+
Chainsaw, Loner (4+), Regeneration, Secret Weapon, Stand Firm, Thick Skull
130 K
Sylvanian Spotlight
Curnoth Darkwold
7
3
2+
4+
8+
Dodge, Frenzy, Jump Up, Loner (4+), Leap, Wrestle
200 K
Elven Kingdoms League
Eldril Sidewinder
8
3
2+
5+
8+
Catch, Dodge, Hypnotic Gaze, Loner (4+), Nerves Of Steel, On The Ball
230 K
Elven Kingdoms League
Gloriel Summerbloom
7
2
2+
2+
8+
Accurate, Dodge, Loner (3+), Pass, Side Step, Sure Hands
150 K
Elven Kingdoms League
Glotl Stop
6
6
5+
-
10+
Animal Savagery, Frenzy, Loner (4+), Mighty Blow (+1), PIle Driver, Prehensile Tail, Thick Skull
270 K
Lustrian Superleague
Gobbler Grimlich
5
4
3+
5+
10+
Big Hand, Disturbing Presence, Leap, Loner (4+), Monstrous Mouth, Regeneration, Tentacles, Very Long Legs
230 K
Favoured of Chaos Undivided, Underworld Challenge
Gretchen Wächter
7
3
2+
-
9+
Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner (4+), No Hands, Regeneration, Shadowing, Side Step
260 K
Sylvanian Spotlight
Griff Oberwald
7
4
2+
3+
9+
Block, Dodge, Fend, Loner (3+), Sprint, Sure Feet
280 K
Halfling Thimble Cup, Old World Classic
Grim Ironjaw
5
4
3+
-
9+
Block, Dauntless, Frenzy, Loner (4+), Multiple Block, Thick Skull
200 K
Halfling Thimble Cup, Old World Classic, Worlds Edge Superleague
Grombrindal, the White Dwarf
5
3
3+
4+
10+
Block, Dauntless, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull
210 K
Halfling Thimble Cup, Lustrian Superleague, Old World Classic, Worlds Edge Superleague
STAR PLAYERS - H to Z
Name
MA
ST
AG
PA
AV
Skills
Cost
Plays for
Hakflem Skuttlespike
9
3
2+
3+
8+
Dodge, Extra Arms, Loner (4+), Prehensile Tail, Two Heads
210 K
Favoured of (any), Underworld Challenge
Helmut Wulf
6
3
3+
-
9+
Chainsaw, Loner (4+), Pro, Secret Weapon, Stand Firm
140 K
Any team
Horkon Heartripper
7
3
2+
4+
8+
Dodge, Leap, Loner (4+), Multiple Block, Shadowing, Stab
170 K
Elven Kingdoms League
Ivan Deathscourge
6
4
4+
5+
9+
Block, Disturbing Presence Juggernaut, Loner (4+), Regeneration, Strip Ball, Tackle
190 K
Sylvanian Spotlight
Jordel Freshbreeze
8
3
1+
3+
8+
Block, Diving Catch, Dodge, Loner (4+), Leap, Side Step
250 K
Elven Kingdoms League
Karla Von Kill
6
4
3+
4+
9+
Block, Dauntless, Dodge, Jump Up, Loner (4+)
210 K
Halfling Thimble Cup, Lustrian Superleague, Old World Classic
Kiroth Krakeneye
7
3
3+
3+
9+
Disturbing Presence, Foul Appearance, Loner (4+), On The Ball, Tackle, Tentacles
160 K
Elven Kingdoms League
Lord Borak the Despoiler
5
5
3+
5+
10+
Block, Dirty Player (+2), Loner (4+), Mighty Blow (+1), Sneaky Git
260 K
Favoured of (any)
Mighty Zug
4
5
4+
6+
10+
Block, Loner (4+), Mighty Blow (+1)
220 K
Halfling Thimble Cup, Lustrian Superleague, Old World Classic
Morg ‘N’ Thorg
6
6
3+
4+
11+
Block, Loner (4+), Mighty Blow (+2), Thick Skull, Throw Team-mate
380 K
Any team except Sylvanian Spotlight
Ripper Bolgrot
4
6
5+
4+
10+
Grab, Loner (4+), Mighty Blow (+1), Regeneration, Throw Team Mate
250 K
Badlands Brawl, Underworld Challenge
Roxanna Darknail
8
3
1+
4+
8+
Dodge, Frenzy, Juggernaut, Jump Up, Leap, Loner (4+)
270 K
Elven Kingdoms League
Skrull Halfheight
6
3
4+
4+
9+
Accurate, Loner (4+), Nerves of Steel, Pass, Regeneration, Sure Hands, Thick Skull
150 K
Sylvanian Spotlight, Worlds Edge Superleague
Varag Ghoul-Chewer
6
5
3+
5+
10+
Block, Jump Up, Loner (4+), Mighty Blow (+1), Thick Skull
280 K
Badlands Brawl, Underworld Challenge
Willow Rosebark
5
4
3+
6+
9+
Dauntless, Loner (4+), Side Step, Thick Skull
150 K
Elven Kingdoms League
TIPS AND LINKS
General advice
  • Manage your luck. Start your turn with actions which don't require dice rolls, like standing up and moving without dodging. Then execute the key actions of your turn such as blitzing and moving the ball, and finally the mundane stuff like blocking for the sake of blocking. Remember that the odds of double skulls are 1/36: it will happen!
  • At team creation, always purchase 2 or more team rerolls. They're much cheaper at this stage and will prove very useful for all your matches.
  • When levelling up players, avoid TV (team value) bloating. Most linemen aren't meant to drive your TV to the roof with situational skills or expensive characteristic upgrades. Block and either Dodge or Guard are probably all they need.
  • Keep an eye on the turn timer. If you get too comfortable with the time allowed, you may find yourself scrambling to execute your last actions.
  • Keep an eye on the turn counter. On turns 7 and 15 you need to move at least one player in position to score on the next turn.

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

Further reading
Here are three fan-made sites providing excellent advice to pick, play and develop your teams.
- GrumBBL: https://grumbbl.co.uk/blood-bowl-tips-tactics
- Blood Bowl Tactics: https://bbtactics.com
- Blood Bowl Strategies: https://bloodbowlstrategies.com

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


More guides
Since you enjoy Warhammer Fantasy strategy games, you may be interested in the guide I've written for Total War Warhammer III:
https://steamcommunity.com/sharedfiles/filedetails/?id=2756243861
60 Comments
Saint Scylla  [author] Jun 14 @ 6:44am 
Good feedback, thanks. I've edited the description of Stunty.
dunnothisguy Jun 14 @ 12:20am 
For Stunty and Titchy you should mention that these players are easier to hurt
Saint Scylla  [author] Jun 11 @ 10:14am 
Season 5 changes'
- Guard updated and Swarming removed from UW snotlings as per the latest errata https://www.warhammer-community.com/2024/05/28/blood-bowl-faq-bommas-bloodlust-and-blocking
- Gretchen Wächter and Skrull Halfheight added to star players
clubmobile <tesax May 26 @ 10:52am 
Mummys are dead men walking.
dunnothisguy Feb 10 @ 1:44pm 
You should have mentioned addtion of Wildly Inaccurate result to passing, which changes a lot, additionally discouraging you from even trying it.
UndyingArchon Jan 2 @ 5:57pm 
If you take only 1 mummy you deserve to be crucified lol
Sir Eyeball Nov 4, 2023 @ 7:26am 
will do
Saint Scylla  [author] Nov 4, 2023 @ 6:29am 
Good question. I guess it stacks but I'm not sure. Let me know if you find out!
Sir Eyeball Nov 4, 2023 @ 4:33am 
Ahh thx. Do the special rules for indorcements stack with the rules for the sponsor or is it worth finding a sponsor that does not overlap?
Saint Scylla  [author] Nov 4, 2023 @ 3:35am 
Sir Eyeball: these rules allow the team to hire Star Players with the same rule. Check the STAR PLAYERS chapter for the complete list.