Below is a complete listing of all the official
teams that now play in fourth edition blood bowl.
AMAZONS
Re-Rolls - 40,000 gold crowns
Long ago, driven by a desrire for adventure the
Valkyries of the Norse settlement of Skeggi in Lustria sailed away from
their men-folk and founded a colony deep within the estuary of the river
Amaxon. Cut off from the outside worldthese fierce warrior women
"went native" and when rediscovered later they had taken on the clothes
and customs of the Lizardmen of the surrounding jungle. Now these
ferocious warriors have taken to the Blood Bowl pitch - and Nuffle save
those who play against them.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Amazon Linemen
|
50K |
6 |
3 |
3 |
7 |
Dodge |
General |
| 0-2 |
Amazon Catcher |
70K |
6 |
3 |
3 |
7 |
Dodge, Catch |
General, Agility |
|
0-2
|
Amazon Thrower
|
70K |
6 |
3 |
3 |
7 |
Dodge, Pass |
General, Passing |
|
0-2
|
Amazon Blitzer
|
90K |
6 |
3 |
3 |
7 |
Dodge, Block |
General, Strength |
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BRETONNIAN
Re-Rolls - 60,000 gold crowns
Bretonnian teams are a bit of a mixed bag really.
The team is a tentative mix of unglamorous peasants, catchers and throwers
and incredible blitzers in the Knights. The Knightly players have
always expected their commoner team mates to take on the pressure of holding
back the opposition whilst they wait for a suitable opening for a glamorous
blitz for a touchdown to wow the crowds and if some peasants are beaten
senseless in the meantime there are always more albeit reluctantly to fill
their place.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Peasants
|
40K |
6 |
3 |
3 |
7 |
None |
General |
| 0-2 |
Squire Catcher |
70K |
8 |
2 |
3 |
7 |
Dodge, Catch |
General, Agility |
|
0-2
|
Squire Thrower
|
70K |
6 |
3 |
3 |
7 |
Pass, Sure Hands |
General, Passing |
|
0-2
|
Knights of the Realm
|
100K |
6 |
3 |
3 |
8 |
Block, Stand Firm |
General, Strength |
| 0-2 |
Questing Knight |
150K |
7 |
4 |
3 |
9 |
Block, Stand Firm, Leader |
General, Strength |
Special Rules
Fouling: Knights and Squires NEVER
participate in fouling. Therefore they can not foul nor can they
lend assists to Peasants that foul.
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CHAOS
Re-Rolls - 70,000 gold crowns
Chaos teams are not noted for the subtely or
originality of their game play. A simple drive up the centre of the
field, maiming and injuring as many opposing players as possible, is about
the limit of their game plan. They rarely, if ever, worry about such
minor considerations like picking up the ball and scoring touchdowns -
not while there are any players left alive in the opposing team, anyway.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Chaos Beastmen
|
60K |
6 |
3 |
3 |
8 |
Horns |
General, Strength, Physical |
|
0-4
|
Chaos Warriors
|
100K |
5 |
4 |
3 |
9 |
None |
General, Strength, Physical |
Special Rules
Mutations: When a Chaos player rolls
a double on the skill check, they are allowed to take a physical mutation
instead of a skill.
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CHAOS DWARF
Re-Rolls - 50,000 gold crowns
Chaos Dwarves are the twisted descendants of
Dwarf explorers who have been terribly affected by the forces of Chaos,
turning them into evil, self centered creatures. In one way, however,
they haven't changed at all - they still love playing Blood Bowl.
Chaos Dwarves are not very numerous and make great use of sneaky Hobgoblin
slaves to perform all kinds of tasks, including playing on their Blood
Bowl teams.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Hobgoblins
|
40K |
6 |
3 |
3 |
7 |
None |
General |
|
0-6
|
Chaos Blocker
|
70K |
4 |
3 |
2 |
9 |
Thick Skull, Tackle, Block |
General, Strength |
|
0-2
|
Bull Centaur
|
130K |
6 |
4 |
2 |
9 |
Sprint, Sure Feet, Thick Skull |
General, Strength |
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DARK ELF
Re-Rolls - 50,000 gold crowns
One free starting Team ReRoll
Dark Elves are generally quite superb Blood Bowl
players, combining agility and amazing athletic ability with low cunning
and an evil temperament. Although bets suited to the throwing game,
sheer spite makes the Dark Elves enjoy the running game, especially when
a side throws up a remarkable Blitzer like Jeremiah Kool.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Linemen
|
70K |
6 |
3 |
4 |
8 |
None |
General, Agility |
|
0-2
|
Throwers
|
90K |
6 |
3 |
4 |
8 |
Pass |
General, Agility, Passing |
| 0-2 |
Blitzers |
100K |
7 |
3 |
4 |
8 |
Block |
General, Agility |
|
0-2
|
Witch Elves
|
110K |
7 |
3 |
4 |
7 |
Frenzy, Jump Up, Dodge |
General, Agility |
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DWARF
Re-Rolls - 40,000 gold crowns
One free starting Team ReRoll
Dwarves seem to be ideal for Blood Bowl players,
being short, tough, well armoured, and having this stubborn knack of refusing
to die! Most successful Dwarf teams work on the principle that if
they can take out all of the other team's potential scorers, and wear down
the rest, then there won't be anybody left to stop them scoring the winning
touchdowns!
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Long Beards
|
70K |
4 |
3 |
2 |
9 |
Block, Tackle, Thick Skull |
General, Strength |
|
0-2
|
Runners
|
80K |
6 |
3 |
3 |
8 |
Sure Hands, Thick Skull |
General, Passing |
| 0-2 |
Blitzers |
80K |
5 |
3 |
3 |
9 |
Block, Thick Skull |
General, Strength |
|
0-2
|
Troll Slayers
|
90K |
5 |
3 |
2 |
8 |
Block, Dauntless, Frenzy, Thick
Skull |
General, Strength
|
|
0-1
|
Death Roller
|
160K
|
4
|
7
|
1
|
10
|
Mighty Blow, Stand Firm, Multiple
Block, Death Roller (Penalty Roll 7+), No SPPs
|
None
|
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GOBLIN
Re-Roll - 60,000 gold crowns
A Goblin team's game plan owes much more to hope
than potential. Goblins can make quite good catchers because they
are small and agile, but the art of throwing is sadly lost to them, while
the chances of them blocking anything larger than a Halfling are remote
to say the least. Still, this never seems to bother Goblin players,
and occasionally the use of a particularly devious secret weapon will even
allow a Goblin team to win a match.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-16
|
Goblins
|
40K |
6 |
2 |
3 |
7 |
Right Stuff, Dodge, Stunty |
Agility |
|
0-2
|
Troll
|
100K |
4 |
5 |
1 |
9 |
Regenerate, Mighty Blow, Really
Stupid, Always Hungry |
General, Strength
|
|
0-1
|
Fanatci
|
60K
|
4
|
2
|
3
|
7
|
Ball & Chain (Penalty Roll 8+),
No
SPPs
|
None
|
Special Rules
Fragile: Goblins are quite fragile
and as such suffer a +-1 penalty when rolling on the injury table.
Passing: The range of every pass made
by a Goblin player is increased by one due to their small size. Thus
Long Bombs are never possible as a Long pass is increased to a Long Bomb.
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HALFLING
Re-Roll - 60,000 gold crowns
The technical deficiency of Halfling teams is
legendary. They're too short to throw or catch, they run at half
pace, and the whole team can spend all afternoon trying to block an Ogre
withou any chance of success. Most Halfling Coaches try to make up
for quality with quantity. After all, if you can get half a dozen
players in the opposing team's end zone adn, by some miracle, manage to
end up with the ball, then there is a small chance that one or two
of them won't be jelly by the time you throw the thing...
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-16
|
Halfling
|
30K |
5 |
2 |
3 |
6 |
Right Stuff, Dodge, Stunty |
Agility |
Special Rules
Fragile: Halflings are quite fragile
and as such suffer a -1+penalty when rolling on the injury table.
Passing: The range of every pass made
by a Halfling player is increased by one due to their small size.
Thus Long Bombs are never possible as a Long pass is increased to a Long
Bomb.
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HIGH ELF
Re-Rolls - 50,000 gold crowns
One free starting Team ReRoll
More than most teams, High Elves rely on the
accuracy of their Phoenix Warriors and the icy calm of their Lion Warriors.
The unglamourous linemen simply hold off the other side's homicidal players
until the pass is thrown - and they don't appreciate it if this takes too
long...
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Linemen
|
70KK |
6 |
3 |
4 |
8 |
None |
General, Agility |
|
0-2
|
Phoenix Warriors
|
80K |
6 |
3 |
4 |
8 |
Pass |
General, Agility, Passing |
| 0-2 |
Lion Warriors |
90K |
8 |
3 |
4 |
7 |
Catch |
General, Agility |
|
0-2
|
Dragon Warriors
|
100K |
7 |
3 |
4 |
8 |
Block |
General, Agility |
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HUMAN
Re-Roll - 50,000 gold crowns
Although Human teams do not have the individual
strengths or outstanding abilities available to other races, they do not
suffer from any outstanding weaknesses either. This makes Human teams
extremely flexible, equally at home running the ball, passing the ball,
or ignoring the ball and pounding the opposition into the turf instead!
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Linemen
|
50K |
6 |
3 |
3 |
8 |
None |
General |
|
0-4
|
Catchers
|
70K |
8 |
2 |
3 |
7 |
Catch, Dodge |
General, Agility |
|
0-2
|
Throwers
|
70K |
6 |
3 |
3 |
8 |
Pass, Sure Hands |
General, Passing |
| 0-4 |
Blitzers |
90K |
7 |
3 |
3 |
8 |
Block |
General, Strength |
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KHEMRI
Re-Roll - 70,000 gold crowns
From the Southlands comes the lost civilizations
of the Tomb Kings. They have summoned their minions into restless
unlife to play Blood Bowl, and teach the living how it is done.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-16
|
Skeletons
|
30K |
5 |
3 |
2 |
7 |
Regenerate |
General |
|
0-4
|
Mummies
|
100K |
3 |
5 |
1 |
9 |
Regenerate, Mighty Blow |
General, Strength |
|
0-4
|
Tomb Guardians
|
90K |
5 |
3 |
3 |
7 |
Regenerate, Block, Guard |
General, Strength |
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LIZARDMEN
Re-Roll - 60,000 gold crowns
Providing an odd blend of dexterity and strength,
the Lustrian team can almost last the distance against a power team such
as Chaos, while remaining able to pull off the running plays of the Skaven.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Skink
|
60K |
8 |
2 |
3 |
7 |
Dodge, Stunty |
General, Agility |
|
0-6
|
Saurus
|
80K |
6 |
4 |
1 |
9 |
None |
General, Strength |
|
0-2
|
Kroxigor
|
130K |
6 |
5 |
1 |
9 |
Big Guy, Prehensile Tail, Thick Skull,
Bonehead |
Strength |
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MINOTAUR
Re-Roll - 100,000 gold crowns
Roster Limit 8-12 Players
Minotaur team description unavailable.
They are considered a Big Guy team.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Minotaur
|
110K |
5 |
5 |
2 |
8 |
Horns, Mighty Blow, Thick Skull, Wild
Animal, Always Hungry |
General, Strength |
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NORSE
Re-Rolls - 60,000 gold crowns
Norse teams have a well deserved reputation for
ferocity both on and off the playing field. The average Norseman
is a homicidal maniac at the best of times, largely brought about by a
life of melancholic solitude for half of every year and vast quantities
of stomach-stripping drink. But the Norse that make up Blood Bowl
is a truly unedifying specimen, interested only in beer, women, and song
off the playing field, and beer, woman, and bloody carnage while on it!
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Norse Linemen
|
50K |
6 |
3 |
3 |
7 |
Block |
General |
| 0-2 |
Norse Catcher |
70K |
6 |
3 |
3 |
7 |
Block, Catch |
General, Agility |
|
0-2
|
Norse Thrower
|
70K |
6 |
3 |
3 |
7 |
Block, Pass |
General, Passing |
|
0-4
|
Norse Blitzer
|
90K |
6 |
3 |
3 |
7 |
Block, Frenzy, Jump Up |
General, Strength |
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OGRE
Re-Roll - 100,000 gold crowns
Roster Limit 8-12 Players
Ogre team description unavailable. They
are considered a Big Guy team.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Ogre
|
120K |
5 |
5 |
2 |
9 |
Mighty Blow, Thick Skull, Bonehead |
General, Strength |
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ORC
Re-Roll - 60,000 gold crowns
Orcs have been playing Blood Bowl since the game
was invented, and Orc teams such as The Gouged Eye and The Severed Heads
are amongst the best in the history of the game. Orc teams are tough
and hard-hitting, grinding down the opposition's line to create gaps for
the excellent Orc Blitzers to exploit.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Lineman
|
50K |
5 |
3 |
3 |
9 |
None |
General |
| 0-2 |
Throwers |
70K |
5 |
3 |
3 |
8 |
Pass, Sure Hands |
General, Passing |
|
04
|
Black Orcs Blockers
|
80K |
4 |
4 |
2 |
9 |
None |
General, Strength |
|
0-4
|
Blitzers
|
80K |
6 |
3 |
3 |
9 |
Block |
General, Strength |
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SKAVEN
Re-Roll - 60,000 gold crowns
They may not be all that strong, they certainly
aren't that tough, but boy are Skaven fast! Many an opponent has
been left in the starting block as fast moving Skaven players scamper through
a gap in the line and run in for a lightning fast touchdown. See
Lowdown
Rats.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Linemen
|
50K |
7 |
3 |
3 |
7 |
None |
General, Physical |
| 0-2 |
Thrower |
70K |
7 |
3 |
3 |
7 |
Sure Hands, Pass |
General, Passing, Physical |
|
0-4
|
Gutter Runner
|
80K |
9 |
2 |
4 |
7 |
Dodge |
General, Agility, Physical |
|
0-2
|
Strom Vermin
|
90K |
7 |
3 |
3 |
8 |
Block |
General, Strength, Physical |
| 0-2 |
Rat Ogre |
130K |
6 |
5 |
3 |
8 |
Mighty Blow, Prehensile Tail, Wild Animal |
General, Strength, Physical |
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SNOTLING
Re-Rolls - 80,000 gold crowns
Having undeniably the worst players in the game
is a problem no Snotling coach has yet overcome, although the availability
of Trolls almost compensates for the team's total lack of ability.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-30
|
Snotlings
|
20K |
5 |
1 |
3 |
5 |
Right Stuff, Dodge, Side Step, Titchy |
Agility |
|
0-4
|
Trolls
|
100K |
4 |
5 |
1 |
9 |
Big Guy, Mighty Blow, Always Hungry,Regenerate,
Really
Stupid |
Strength |
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TREEMAN
Re-Roll - 100,000 gold crowns
Roster Limit 8-12 Players
Treeman team description unavailable. They
are considered a Big Guy team.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Treeman
|
110K |
2 |
6 |
1 |
10 |
Mighty Blow, Stand Firm, Thick
Skull, Take Root |
General, Strength |
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UNDEAD
Re-Roll - 70,000 gold crowns
DIn the old world the dead do not rest easy.
Vampires lurk in haunted castles, Necromancers seek to escape death by
searching for forbidden knowledge, the Liche-Lords rule over the legions
of corpses, and on the Blood Bowl field players who died long ago return
to the scenes of their former glory and play Blood Bowl once again...
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Skeleton
|
30K |
5 |
3 |
2 |
7 |
Regenerate |
General |
|
0-8
|
Zombie
|
30K |
4 |
3 |
2 |
8 |
Regenerate |
General |
| 0-4 |
Ghoul |
70K |
7 |
3 |
3 |
7 |
Dodge |
General, Agility |
|
0-2
|
Wight
|
90K |
6 |
3 |
3 |
8 |
Regenerate, Block |
General, |
| 0-2 |
Mummy |
100K |
3 |
5 |
1 |
9 |
Block, Mighty Blow |
General, Strength |
Special Rules
Necromancer: Undead hire Necromancers
instead of Wizards. This Necromancer can cast the Raise Dead spell
once per match. This is cast if an opposing player is killed during
the match. It raises the player and places him on the Undead roster
as a Zombie player. Undead teams can not hire an Apothecary.
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VAMPIRE
Re-Rolls - 50,000 gold crowns
Whilst Vampire teams seem powerful, most are
actually wildly inconsistant. The players are too easily distracted
by the chance of fresh blood to concentrate on gettign the ball.
It was for this reason that Count Vlad Von Drakfang, player-coach of the
Drakfang Thirsters introduced a mid-game drinks break. During the
first break in play 4 members of the opposition were subsequently killed,
and the practice was outlawed. The Thirsters themselves were disbanded
after a night game against the Skavenblight Scramblers went into overtime
(no doubt part of the Scramblers game plan!). At dawn the entire
team vanished in a puff of smoke. A bat seen fleeing the stadium
was believed to be the Count himself.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Vampires
|
110K |
6 |
4 |
4 |
8 |
Hypnotic Gaze, Regenerate, Off
for a Bite |
General, Strength, Agility |
|
0-12
|
Human Thralls
|
50K |
6 |
3 |
3 |
7 |
None |
General |
|
0-1
|
Vampire Lord
|
180K |
6 |
5 |
4 |
9 |
Big Guy, Block, Dodge, Hypnotic Gaze,
Regenerate |
General, Strength, Agility |
Special Rules
Unique: Only one Vampire Lord may
ever be purchased. If he is killed, a Vampire will be promoted (loss
of Off for a Bite trait).
Not Allies: Vampire Lords may never
be taken as allies, but Vampires and human Thralls may be taken as Undead
allies.
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WOOD
ELF
Re-Roll - 50,000 gold crowns
One free starting Team ReRoll
For Wood Elves the long pass is everything, even
more so than their Elf cousins, and all of their effort goeds into being
an expert at throwing or recieving. No Wood Elf worth his salt is
going to be weighed down by extra armour and be forced to lurk about and
attempt to knock opposing players over. Instead they rely on their
natural athletic ability to keep them out of trouble, which is normally
enough - it takes a very agile or lucky opponent to lay a hand on a Wood
Elf.
|
Qty
|
Title
|
Cost |
MA |
ST |
AG |
AV |
Skills |
Skills Available |
|
0-12
|
Linemen
|
70K |
7 |
3 |
4 |
7 |
None |
General, Agility |
|
0-4
|
Catchers
|
90K |
9 |
2 |
4 |
7 |
Catch, Dodge |
General, Agility |
| 0-2 |
Throwers |
90K |
7 |
3 |
4 |
7 |
Pass |
General, Agility, Passing |
|
0-2
|
Wardancers
|
120K |
8 |
3 |
4 |
7 |
Block, Dodge, Leap |
General, Agility |
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