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Blood Bowl team sheet by Jon

Downloads: 328
Added: 23 May 2010
Rating:
Sheet created by Jon and edited slightly by Jarv to auto work out team values
 

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:


#PositionCostMASTAGAVSkillsTraitsSkills Available
0-12Chaos Beastmen60,0006338HornsNoneGeneral, Strength, Physical
0-4Chaos Warriors100,0005439NoneNoneGeneral, Strength, Physical


Big Guys:
#PositionCostMASTAGAVSkillsTraitsSkills Available
0-1Barbarian100,0006528Mighty Blow, Thick SkullLoner, Berserker Rage, BoneHead, ManiacStrength
0-1Minotaur110,0005528Mighty Blow, Thick SkullLoner, Frenzy, Horns, Wild Animal, Throw TeamMate, Always HungryStrength, Physical
0-1Ogre120,0005529Mighty Blow, Thick SkullLoner, Throw TeamMate, BoneHeadStrength
0-1Stone Troll100,0004519Mighty BlowLoner, Throw TeamMate, Regenerate, Always Hungry, Really StupidStrength


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:


NamePositionCostMASTAGAVSkills
Slarga FoulstrikeChaos Beastman100,0006338Horns, Extra Arms, Dirty Player
Bilrot VomitfleshChaos Warrior120,0004529Foul Appearance, Dirty Player
Dieter HammerlashChaos Warrior150,0005429Block, Catch, Very Long Legs*, Pass Block, Mace Tail
Dorjak SureclawChaos Warrior130,0006439Very Long Legs*, Claw
Duke Luthor Von HawkfireChaos Warrior140,0006438Pass, Nerves of Steel, Accurate
Galmen GorebladeChaos Warrior150,0005449Leap, Mighty Blow, Regeneration
Gorlmen GorebladeChaos Warrior120,0005439Frenzy, Dauntless
Hacker SpleenripperChaos Warrior130,0005439Chainsaw
Lewdgrip WhiparmChaos Warrior140,0005439Tentacles, Pass, Sure Hands
Lord Borak the DespoilerChaos Warrior160,0005539Block, Dirty Player, Mighty Blow, Leader
Withergrasp DoubledroolChaos Warrior130,0005439Tentacles, Two Heads, Prehensile Tail
Wormhowl GreyscarChaos Warrior130,00054210Block, 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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