New and modified Star Players



Name

Position

MA

ST

AG

AV

Cost

Teams

Special

Skills

Hhrazg Badeye

Chaos Dwarf

5

3

3

9

110.000

Chaos Dwarf

Blunderbuss

Block, Sure Hands, Thick Skull

Marik Farblast

Dwarf

5

3

3

9

110.000

Dwarf

Bazooka

Block, Dodge, Thick Skull

Deathroller

Dwarf Deathroller

4

7

1

10

170.000

Dwarf

Deathroller, Killer Blow

Multiple Block, Stand Firm

Flint McButcher

Chainsawer Dwarf

4

3

3

9

90.000

Dwarf

Chainsaw

Block, Thick Skull

Bloodthirster

Greater Daemon of Khorne

6

8

3

9

240.000

Chaos-Khorne

Killer Blow, Demonic Aura

Block, Break Tackle

Bluehorn Throstar

Minotaur Blocker

6

6

2

9

170.000

Chaos, Chaos Dwarf

 

Horns, Frenzy, Mighty Blow, Thick Skull

Lossy

Bushman Blocker

3

5

2

9

150.000

Halfling, Wood Elf

 

Block, Prehensile Branches, Tackle, Guard, Stand Firm

The Old Pedunculate

Treeman Blocker

2

7

1

10

190.000

Halfling, Wood Elf

Beehive

Block, Mighty Blow, Stand Firm, Thick Skull

Halfling Buffet Car

Buffet Car

6

6

1

9

140.000

Halfling

Buffet Car

Mighty Blow, Multiple Block, Stand Firm

Jenno Bakker

Halfling Pie Seller

5

2

3

6

60.000

Halfling

Full Basket

Dodge

Smoky Mack

Halfling Kitchen Boy

5

2

3

6

60.000

Halfling

Frying-Pan

Dodge, Right Stuff, Diving Tackle, Pass Block

Rorek Durrongar

Dwarf Rocket Rider

4

3

3

8

100.000

Dwarf

Rocket

Block, Thick Skull, Pro

Leonard Chaney

Werewolf

7

5

3

8

160.000

Human, Chaos

 

Block, Frenzy, Razorsharp Claws

Duke Vorniton

High Elf Dragon Prince

7

4

4

8

170.000

High Elf

 

Block, Dodge, Dauntless, Mighty Blow, Leader

Elendil Strongfeet

Wood Elf Wardancer

8

4

4

7

170.000

Wood Elf

 

Block, Dodge, Leap, Strip Ball, Dauntless

Zordon Shadow

Dark Elf Assassin

7

3

4

8

150.000

Dark Elf

Poisoned Dagger

Block, Dodge, Shadowing, Leap, Pro

Gornon Warpblade

Skaven Assassin

8

3

3

7

120.000

Skaven

Weeping Blade

Block, Dodge, Shadowing, Diving Tackle

Shine Lermont

Dark Elf Magic-User

8

3

4

8

160.000

Dark Elf

Secret Magic

Dodge, Sure Feet, Nerves of Steel, Hypnotic Gaze, Tattoos

Headcutter

Rat Ogre Blocker

6

6

3

9

180.000

Skaven

 

Block, Mighty Blow, Prehensile Tail

Droggo Snotbomber

Goblin Hero

6

3

3

7

90.000

Goblin

 

Block, Dodge, Stunty, Dauntless, Diving Tackle

Bobbla Blackwart

Chainsawer Goblin

6

2

3

7

100.000

Orc, Goblin, Chaos

Chainsaw

Dodge, Right Stuff, Diving Tackle, Tattoos

Gnoshak

Goblin Hunter

6

2

3

7

80.000

Goblin

Blowpipe

Dodge, Right Stuff, Pro

Moksisk

Rat 'Vampire' (not undead!)

7

4

4

8

180.000

Skaven

 

Block, Dodge, Shadowing, Razorsharp Fangs, Regenerate

Argliar

Zombie Monster

4

5

2

9

150.000

Undead

 

Block, Claw, Foul Appearance, Frenzy, Regenerate

Goblin Deathroller

Goblin Deathroller

4

7

1

9

160.000

Goblin

Deathroller, Killer Blow

Stand Firm, Frenzy

Frank N. Stein

Human Blocker

4

5

1

9

140.000

Human, Undead

 

Block, Mighty Blow, Stand Firm, Break Tackle, Thick Skull

Vittnik Demonhead

Skaven Gutter Runner

9

3

5

7

160.000

Skaven

 

Block, Dodge, Leap, Horns, Pass Block

Skaven Vermin Lord

Great Daemon of the Horned Rat

7

7

3

9

240.000

Skaven

Demonic Aura, Skitterleap

Block, Horns, Frenzy, Mighty Blow

Ostertano

Chaos Warrior

5

4

3

9

150.000

Chaos

 

Block, Tentacles, Stand Firm, Tackle Prehensile Tail

Siik Kirkineth

Skaven Gutter Runner

9

3

4

7

150.000

Skaven

 

Block, Dodge, Shadowing, Side Step Prehensile Tail

 

New Weapons and Abilities

Killer Blow (Special Ability)

Add +2 to the armour and injury rolls caused by this player.

Frying-pan Penalty: 9+

One of the Halflings' most effective weapon is the Frying-pan. It is often near at hand. Before the game kitchen boys use them for cooking then on the match to hit the opponent players. Instead of block roll, immediately make an Armour Roll with -1 modifier and if it penetrates the victim's Armour Value roll for injury.

With a successful interception roll the player hits the ball away. Roll 3 times to see where the ball scattered.

Full Basket Penalty: 8+

Forbidden Food.

The Halfling coaches use many new, earlier unknown tactics for victory. Halflings know what a heavenly feast they will get for a single touchdown, so, they give up eating all the pies to delude the opponent and score a touchdown. Old Halfling Blood Bowl players say it is worthwhile.

In every turn the Seller can distribute pies. It is an action. The Seller can move and at the end of his movement he can distribute some pies. Every player adjacent to him loses his Tackle Zone for the rest of the turn, because of eating. The Seller's team-mates are NOT immune to this effect, they cannot take any action after the distribution. Undead players remember their former life sadly (what a touching event), and take their pies, too.

Beehive

The Treeman has a Beehive full of hornets. If any player takes a step or is pushed adjacent to the Treeman the hornets may attack him. Roll a dice. On a roll of '1' he has no luck. Roll armour for injury.

Secret Magic Penalty: 10+

The magic-users on the field are very limited in magic, but they can use some little tricks. The Shock spell is their main weapon. Use the Shock spell instead of the player's Block action. It works like the dagger secret weapon.

[Tattoos: no armour modifiers are allowed against these players. General skill.]

Rocket Penalty: 9+

The Dwarf has got a rocket on his back. He can use it once in every drive. Roll a dice. On the roll of '1' the rocket does not work perfectly. Roll again to see what happened. On 4-6 it is a bad construction, 1-3 means explosion! Place the player prone and roll for injury.
With a successful start the player can fly over 6 squares in any direction. The Rocket is never punctual roll scatter 3 times. The dwarf lands on the square of the 3rd scattering. Roll for landing with a +1 modifier. The flying is a free action.

Halfling Buffet Car Penalty: 7+

It uses the Deathroller rules except they has not got the fouling modifier.

Deathroller Penalty: 7+

It has a +4 modifier to the armour roll when it declares fouling.

Weeping Blade Penalty: 10+

Same as the Poisoned Dagger.

Blowpipe Penalty: 9+

The blowpipe is a small weapon, the goblin cannot cause great wounds with it, but it may be a very useful tool because of the poison! The poisoned needle can stun the victim. If used the goblin cannot move. Choose a target (opponent) player. The successful shot needs an Agility Roll. Use the passing for the shot but the range modifies the AG not the roll itself. Nobody can be between the goblin and his target under the range ruler. If the roll is successful the needle hits the opposing player. Make an armour roll and if it penetrates the armour place the player prone and roll for injury. The needle is not a big weapon, it can cause only small wounds except for hurting a very sensitive body part... There is a -2 modifier to the injury roll. The shot do not count the team's pass action. When the goblin rolls a natural 1 to the pass he hurts himself. Roll for him an injury roll immediately. If the shot misses, it does not cause turnover except hurting himself.

Skitterleap

The Vermin Lord can teleport himself through the warp. He can move once per turn in this way but this jump counts in his movement. He cannot use the extra movement points for the Skitterleap.

A Vermin Lord is a daemonic form of the great Horned Rat himself - the Skaven God Incarnate.

Conjuring the Vermin Lord the skaven team must have a wizard like the Chaos teams. He is a daemon see the article 'He plays like a demon' for the details.

Skaven Poison Globes Penalty: 9+

A poisoned wind globe is a fragile chrystal sphere filled with a lethal warpstone gas. When the globe is shattered a qellowish-green vapour billows onto to fill the area.

This secret weapon is thrown like a pass, and uses your pass action for the turn. The globe will shatter in the square it lands in (no scatter). Players in the square hit are knocked over on a 3+, and in adjacent squares on a 5+. During rainstorms or blizzards, subtract 1 from the rolls. Only one globe may be thrown between kickoffs.

 

Created: Jun 04, 2000
Last modified: Mar 10, 2003

Back