Chaos Unaligned
The following rules are for use with Chaos teams which are not aligned to a specific Chaos god
Credits for the Chaos-General team go out to:
Stuart Wood for the Chaos team stadium rules published in the Blood Bowl Compendium I page 28.
Jervis Johnson for the Chaos Sorcerer rules published in Blood Bowl Compendium I page 76.
BigMft for finding these rules and the
San Jose Blood Bowl League for originally putting them together
Note: all material from the Blood Bowl Compendium I is copyrighted by Games Workshop Ltd. in 1997.
Players:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|
| 0-12 | Chaos Beastmen | 60,000 | 6 | 3 | 3 | 8 | Horns | None | General, Strength, Physical |
| 0-4 | Chaos Warriors | 100,000 | 5 | 4 | 3 | 9 | None | None | General, Strength, Physical |
Big Guys:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|
| 0-1 | Barbarian | 100,000 | 6 | 5 | 2 | 8 | Mighty Blow, Thick Skull | Loner, Berserker Rage, BoneHead, Maniac | Strength |
| 0-1 | Minotaur | 110,000 | 5 | 5 | 2 | 8 | Mighty Blow, Thick Skull | Loner, Frenzy, Horns, Wild Animal, Throw TeamMate, Always Hungry | Strength, Physical |
| 0-1 | Ogre | 120,000 | 5 | 5 | 2 | 9 | Mighty Blow, Thick Skull | Loner, Throw TeamMate, BoneHead | Strength |
| 0-1 | Stone Troll | 100,000 | 4 | 5 | 1 | 9 | Mighty Blow | Loner, Throw TeamMate, Regenerate, Always Hungry, Really Stupid | Strength |
Rerolls:
70,000
Big Guys:
The Chaos team may have a maximum of one Big Guy player on the team.
Advance:
Physical: Physical abilities are rather different from normal skills, in that they are things that a player is born with, rather than learned abilities like skills. This means that in most cases players may never be given a physical ability as a new skill, even if the Star Players roll was a double. However, on doubles, Chaos players may receive these skills as a "gift" from the gods they worship. They Chaos player may thus take any skill they want or a skill from the Physical Mutation list on a doubles roll for the Star Player roll.
Apothecary:
Standard rules
Head Coach:
Standard rules
On Pitch Spellcaster:
The starting spell for a Chaos Spellcaster is Warp Bolt.
Successful Result: The Spellcaster casts a bolt of destructive warp energy at an enemy player. The victim is hit and knocked over by the warp bolt. Such is the power of the Warp Bolt that it automatically penetrates the victim's armour, so roll on the injury table immediately to see what injuries were inflicted.
Failure Result: The warp energy courses uncontrollably through the Spellcaster. Make an immediate Casualty roll for the Spellcaster. This will result in a turnover.
Range: Seven squares
Succeeds on: 3+
Secret Weapons:
Any one roster or allied player on the Chaos team may use a Chainsaw or Poisoned Dagger. Secret weapon players do not earn star player points for casualties caused by their secret weapon.
Racial Wizard:
Chaos teams have a Chaos Sorcerer for 150,000. Chaos Sorcerers use Dark Magic to cast their spells. Dark Magic is the most powerful and destructive of all types of magic, but it is almost as dangerous for the user as it is for the victim that it is used against! A Chaos Sorcerer may cast a bolt of destructive warp energy at an enemy player once per match. The Wizard lurks in the crowd, firing the Warp Bolt at the appropriate moment. The spell can be cast at any time, interrupting the opponents move if required. Roll a dice when the spell is cast. On a roll of 2-6, the victim is hit and knocked over by the Warp Bolt. Such is the power of the Warp Bolt that it automatically penetrates the victim's armour, so roll on the injury table immediately to see what injuries where inflicted. On a roll of 1, something has gone dreadfully wrong with the spell. Roll the dice again. On a roll of 1-3, the Chaos Sorcerer is destroyed by his own spell, cross him off the team roster. On a roll of 4-6, the Sorcerer is horribly injured but survives. However, he may not be used in the next match while he recovers from his injuries.
Stadium rules:
The Chaos coach may roll roll a D6 at the beginning of the match. On a score of 5 or 6, the Chaos Gods are watching over the game and will favor the home side. All Fan Factor rolls made by the home team receive a +3 bonus for the entire game. If both teams are Chaos, the modifier only applies to the Home Side (after all, it is their Stadium!)
Star Players:
| Name | Position | Cost | MA | ST | AG | AV | Skills |
|---|
| Slarga Foulstrike | Chaos Beastman | 100,000 | 6 | 3 | 3 | 8 | Horns, Extra Arms, Dirty Player |
| Bilrot Vomitflesh | Chaos Warrior | 120,000 | 4 | 5 | 2 | 9 | Foul Appearance, Dirty Player |
| Dieter Hammerlash | Chaos Warrior | 150,000 | 5 | 4 | 2 | 9 | Block, Catch, Very Long Legs*, Pass Block, Mace Tail |
| Dorjak Sureclaw | Chaos Warrior | 130,000 | 6 | 4 | 3 | 9 | Very Long Legs*, Claw |
| Duke Luthor Von Hawkfire | Chaos Warrior | 140,000 | 6 | 4 | 3 | 8 | Pass, Nerves of Steel, Accurate |
| Galmen Goreblade | Chaos Warrior | 150,000 | 5 | 4 | 4 | 9 | Leap, Mighty Blow, Regeneration |
| Gorlmen Goreblade | Chaos Warrior | 120,000 | 5 | 4 | 3 | 9 | Frenzy, Dauntless |
| Hacker Spleenripper | Chaos Warrior | 130,000 | 5 | 4 | 3 | 9 | Chainsaw |
| Lewdgrip Whiparm | Chaos Warrior | 140,000 | 5 | 4 | 3 | 9 | Tentacles, Pass, Sure Hands |
| Lord Borak the Despoiler | Chaos Warrior | 160,000 | 5 | 5 | 3 | 9 | Block, Dirty Player, Mighty Blow, Leader |
| Withergrasp Doubledrool | Chaos Warrior | 130,000 | 5 | 4 | 3 | 9 | Tentacles, Two Heads, Prehensile Tail |
| Wormhowl Greyscar | Chaos Warrior | 130,000 | 5 | 4 | 2 | 10 | Block, Mighty Blow |
Note: Movement bonus from having Very Long Legs are already included in the stats for Dorjak Sureclaw and Dieter Hammerlash.
New skills:
Mace Tail - A player with this skill has grown a long, powerful tail covered with lumps and spikes which he can use to attack opponents, if he takes the time to size him up. During his turn, a player with this skill who has not moved may attack an opponent instead of throwing a block at an adjacent opponent. Both coaches roll a D6 and add their player's agility. If the score for the player with Mace Tail is higher, the opponent has been knocked down in the square he was standing (armour roll is made with a -1 modifier and any injury roll is made at +1.)
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