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Human Teams
Standard
0-16 Linemen 50 6 3 3 8 G ASP
0-2 Thrower 70 6 3 3 8 Sure Hands, Pass GP AS
0-4 Catchers 80 8 2 3 8 Catch, Dodge, Brace GA SP
0-4 Blitzers 80 7 3 3 8 Block GAS P
0-1 Ogre 130 5 5 2 9 Loner, Bone-Head, Mighty Blow, TTM, Thick Skull S GAP
Rerolls 50k
Imperials
0-16 Linemen 50 6 3 3 8 G ASP
0-4 Blockers 70 5 3 2 9 Stand Firm, Grab GS AP
0-2 Thrower 70 6 3 3 8 Sure Hands, Pass GP AS
0-2 Catchers 80 8 2 3 8 Catch, Dodge, Brace GA SP
0-2 Blitzers 80 7 3 3 8 Block GAS P
Rerolls 50k
Brettonians
0-16 Linemen 50 6 3 2 8 Fend G ASP
0-4 Retainers 50 6 3 3 8 GS AP
0-4 Blitzers 120 8 3 3 8 Block, Catch, Dauntless GS AP
Rerolls 60k
Albions
0-16 Linemen 50 6 3 3 8 G ASP
0-4 Blockers 70 5 3 2 9 Stand Firm, Grab GS AP
0-2 Kickers (Punters) 70 6 3 3 8 Kick, Hail Mary Pass GP AS
0-4 Forwards 70 7 3 3 7 Sure Feet, Fend GA SP
0-1 Half-Giant 220 4 7 1 10 Loner, Really Stupid, Mighty Blow, Thick Skull S GAP
Rerolls 60k
Estallians
0-16 Linemen 50 5 3 3 8 Accurate, Diving Catch G ASP
0-2 Safeties 80 6 3 3 8 Accurate, Diving Catch, Marking GA SP
0-2 Playmakers 80 5 3 4 8 Accurate, Diving Catch GP AS
0-4 Blitzers 80 6 3 3 8 Accurate, Diving Catch, Block GAS P
0-1 Torotaur 160 6 5 2 8 Loner, Wild Animal, Mighty Blow, Frenzy, Horns, Thick Skull S GAP
Rerolls 60k
Tileans
0-16 Linemen 50 6 3 3 8 GP AS
0-2 Blitzers 80 7 3 3 8 Block GAS P
0-1 Halfling 30 5 2 3 7 Right Stuff, Stunty, Dodge A GSP
0-1 Dwarf 70 5 3 2 9 Stubborn, Thick Skull, Animosity G SAP
0-1 Elf 60 6 3 4 7 Animosity GA SP
0-1 Slann 60 6 3 3 8 Loner, Leap, Very Long Legs, Animosity G ASP
0-2 Ogre 130 5 5 2 9 Loner , Bone-Head, Mighty Blow, Thick Skull, TTM S GAP
Rerolls 60k
Kislevites
0-16 Linemen 50 6 3 3 8 GS AP
0-2 Runner 80 7 3 3 7 Sure Hands, Fend GAP S
0-2 Hunters 90 6 3 3 8 Wrestle, Strip Ball G SAP
0-2 Safeties 70 7 3 3 7 Catch, Marking GA SP
0-2 Markers 80 6 3 3 8 Diving Tackle, Jump Up GA SAP
0-1 Troll 110 4 5 1 9 Loner, Really Stupid, Always Hungry, Thick Skull, Mighty Blow, Regeneration S GAP
Rerolls 60k
Norse
0-16 Linemen 50 6 3 3 8 G ASP
0-2 Runner 80 7 3 3 7 Sure Hands, Fend GAP AS
0-2 Blitzer 80 6 3 3 8 Block, Dauntless GAS P
0-2 Berserker 80 6 3 3 7 Dauntless, Frenzy, Jump Up GS AP
0-2 Ulfweaners 110 6 4 2 8 Frenzy GS AP
0-1 Yhetee 140 5 5 1 8 Loner, Claws, Disturbing Presence, Frenzy, Wild Animal S GAP
Rerolls 60k
Amazon
0-16 Linewomen 60 6 3 3 7 Dodge, Ward GAS P
0-2 Runner 70 6 3 3 7 Sure Hands, Dodge, Ward GAP S
0-2 Catchers 90 7 3 3 7 Catch, Dodge, Ward GA SP
0-4 Huntress 80 6 3 3 7 Wrestle, Dodge, Ward GA SP
Rerolls 50k
Greenskin Teams
Standard Orcs
0-16 Linemen 50 5 3 3 9 G ASP
0-4 Blockers 80 4 4 2 9 GS AP
0-4 Blitzers 90 6 3 3 9 Block GS AP
0-2 Thrower 70 5 3 3 8 Sure Hands, Pass GP AS
0-1 Troll 110 4 5 1 9 Loner, Really Stupid, Always Hungry, Thick Skull, Mighty Blow, Regeneration S GAP
0-4 Goblins 50 6 2 3 8 Right Stuff, Stunty, Dodge A GSP
Rerolls 60k
Passing Orcs
0-16 Linemen 50 5 3 3 9 G ASP
0-4 Blockers 80 4 4 2 9 GS AP
0-2 Thrower 60 5 3 3 8 Sure Hands, Pass GP AS
0-2 Catchers 70 7 2 3 8 Catch, Dodge, Brace GA SP
0-2 Blitzers 80 6 3 3 9 Block GS AP
Rerolls 50k
Basher Orcs
0-16 Linemen 50 5 3 3 9 G ASP
0-4 Blockers 80 4 4 2 9 GS AP
0-4 Blitzers 80 6 3 3 9 Block GS AP
0-1 Troll 110 4 5 1 9 Loner, Really Stupid, Always Hungry, Thick Skull, Mighty Blow, Regeneration S GAP
Rerolls 50k
Runner Orcs
0-16 Linemen 50 5 3 3 9 G ASP
0-4 Blockers 80 4 4 2 9 GS AP
0-2 Blitzers 80 6 3 3 9 Block GS AP
0-2 Runners 110 7 3 3 9 Fend, Sure Hands GSP A
Rorolls 50k
Greenskins
0-16 Goblins 40 6 2 3 8 Right Stuff, Stunty, Dodge A GSP
0-4 Orc Linemen 50 5 3 3 9 G ASP
0-2 Orc Blockers 80 4 4 2 9 GS AP
0-2 Orc Blitzers 80 6 3 3 9 Block GS AP
0-2 Troll 110 4 5 1 9 Loner, Really Stupid, Always Hungry, TTM, Mighty Blow, Regeneration
S GAP
Rerolls 60k
Goblins
0-16 Goblins 40 6 2 3 8 Right Stuff, Stunty, Dodge A GSP
0-1 Bombardier 40 6 2 3 8 Bombardier, Dodge, Secret Weapon, Stunty A GSP
0-1 Looney 40 6 2 3 7 Chainsaw, Secret Weapon, Stunty A GSP
0-1 Fanatic 70 3 7 3 7 Ball& Chain, Secret Weapon, No Hands, S AGP
0-1 Flamer 80 6 2 3 7 Flamethrower, Secret Weapon, Stunty A GSP
0-1 Pogoer 70 7 2 3 7 Dodge, Leap, Stunty, Dodge, Very Long Legs A GSP
0-2 Troll 110 4 5 1 9 Loner, Really Stupid, Always Hungry, TTM, Mighty Blow, Regeneration S GAP
0-3 Bribes 50 Roostered Inducement
Reroll 50k
Troll
0-16 Snotlings 20 5 1 3 6 Right Stuff, Stunty, Dodge, Titchy, Side step A GSP
0-4 Goblins 40 6 2 3 8 Right Stuff, Stunty, Dodge A GSP
0-5 Troll Manglers 110 4 5 1 9 Really Stupid, Always Hungry, TTM, Mighty Blow, Regeneration S GAP
0-2 Troll Blitzers 150 4 5 1 9 Bonehead, Always Hungry, TTM, Block, Break Tackle, Regeneration S GAP
Reroll 50k
Dwarf Teams
Standard (Clan Dwarfs)
0-16 Linedwarf 70 5 3 2 9 Stubborn, Thick Skull G ASP
0-4 Blocker 80 4 3 2 9 Stand Firm, Stubborn, Thick Skull GS AP
0-2 Runner 80 6 3 3 8 Sure Hands, Thick Skull GP AS
0-2 Blitzers 80 5 3 3 9 Block, Thick Skull GS AP
0-2 Berserker (Slayer) 90 5 3 2 8 Juggernaut, Frenzy, Dauntless, Thick Skull GS AP
0-1 Death Roller 160 4 7 1 10 Loner, Break Tackle, Stand Firm, Dirty Player, Juggernaut, Mighty Blow, No Hands, Secret Weapon S GAP
Rerolls 50k
Imperial
0-16 Linedwarf 70 5 3 2 9 Stubborn, Thick Skull G ASP
0-6 Blocker 80 4 3 2 9 Stand Firm, Stubborn, Thick Skull GS AP
0-2 Throwers 80 5 3 3 8 Sure Hands, Pass, Thick Skull GP AS
0-4 Blitzers 80 5 3 3 9 Block, Thick Skull GS AP
Rerolls 60k
Guild
0-16 Linedwarf 70 5 3 2 9 Stubborn, Thick Skull G ASP
0-4 Blitzers 90 5 3 3 9 Block, Sneaky Git, Thick Skull GS AP
0-1 Chainsaw 90 5 3 2 9 Chainsaw, Thick Skull, Secret Weapon G ASP
0-1 Grenadier 70 5 3 3 9 Bombardier, Thick Skull, Secret Weapon G ASP
0-1 Flame Thrower 100 5 3 2 9 Flamethrower, Thick Skull, Secret Weapon G ASP
0-1 Kill Dozer 110 3 6 1 10 Break Tackle, Stand Firm, Juggernaut, Grab, No Hands, Secret Weapon S GAP
0-1 Death Roller 160 4 7 1 10 Break Tackle, Stand Firm, Dirty Player, Juggernaut, Mighty Blow, No Hands, Secret Weapon S GAP
0-3 Bribes 80 Roostered Inducement
Rerolls 60k
Elf Teams
High Elf
0-16 Lineelf 70 6 3 4 8 G ASP
0-2 Thrower 90 6 3 4 8 Safe Throw, Pass GP AS
0-4 Catchers 90 8 3 4 7 Catch GA SP
0-2 Blitzers 100 7 3 4 8 Block GA SP
Reroll 50k
Pro Elves
0-16 Lineelf 60 6 3 4 7 G ASP
0-2 Thrower 70 6 3 4 7 Pass GP AS
0-4 Catchers 100 8 3 4 7 Catch, Nerves Of Steel GA SP
0-2 Blitzers 110 7 3 4 8 Block, Side Step GA SP
Reroll 50k
Wood Elves
0-16 Lineelf 70 7 3 4 7 G ASP
0-2 Thrower 90 7 3 4 7 Pass GP AS
0-4 Catchers 90 8 2 4 7 Catch, Dodge, Sprint GA SP
0-2 Blitzers 120 8 3 4 7 Block, Fend, Leap GA SP
0-1 Treeman 140 2 6 1 10 Loner, Mighty Blow, Root, Strong Arm, Thick Skull, TTM S GAP
Rerolls 50k
Dark Elves
0-16 Lineelf 70 6 3 4 8 G ASP
0-2 Runners 90 7 3 4 7 Dump Off, Sure Hands GAP S
0-2 Assassins 90 7 3 4 7 Marking, Stab GA SP
0-2 Berserkers (Witch Elves) 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SP
0-2 Blitzers 100 7 3 4 8 Block GA SP
Rerolls 50k
Desert Elves
0-16 Lineelf 70 6 3 4 7 Regeneration G ASP
0-2 Runners 110 8 3 4 7 Regeneration, Sure Hands, Kick Off Return GAP S
0-2 Blitzers 100 7 3 4 7 Block, Regeneration GA SP
0-2 Tomb Guardians 110 4 5 1 8 Break Tackle, Regeneration S AP
Rerolls 50k, No Apo, Igor
Cult Elves
0-16 Lineelf 70 5 3 4 9 G ASP
0-2 Thrower 90 5 3 4 9 Pass, Kick Off Return GP AS
0-2 Markers 100 5 3 4 9 Jump Up, Diving Tackle GA SP
0-4 Blitzers 100 6 3 4 9 Block GA SP
Rerolls 50k
Lizardmen Teams
Lustrian Lizards (Standard Lizardmen)
0-16 Skinks 60 8 2 3 7 Stunty, Dodge A GSP
0-6 Saurus 80 6 4 1 9 GS AP
0-1 Kroxigor 140 6 5 1 9 Loner, Bonehead, Mighty Blow, Thick Skull, Prehensile Tail S GAP
Reroll 60k
Southland Lizards
0-16 Skinks 60 8 2 3 7 Stunty, Dodge A GSP
0-3 Kroxigor 140 6 5 1 9 Bonehead, Mighty Blow, Thick Skull, Prehensile Tail S GAP
Reroll 60k
Slann
0-16 Linemen 60 6 3 3 8 Leap, Very Long Legs G ASP
0-4 Catchers 80 7 2 4 7 Leap, Diving Catch, Very Long Legs GA SP
0-4 Markers 90 6 3 3 8 Jump Up, Diving Tackle, Leap, Very Long Legs GA SP
0-1 Kroxigor 140 6 5 1 9 Loner, Bonehead, Mighty Blow, Thick Skull, Prehensile Tail S GAP
Reroll 60k
Chaos Teams
Chaos
0-16 Beastmen 60 6 3 3 8 Horns GSM AP
0-4 Warriors 100 5 4 3 9 GS APM
0-1 Minotaur 150 5 5 2 8 Loner, Wild Animal, Mighty Blow, Frenzy, Horns, Thick Skull SM GAP
Reroll 60k
Chaos Mortals
0-16 Marauders 50 6 3 3 8 GM AP
0-4 Warriors 100 5 4 3 9 GSM AP
0-1 Ogre 130 5 5 2 9 Loner, Bone-Head, Mighty Blow, Thick Skull, TTM SM GAP
Reroll 60k
Chaos Dwarfs
0-16 Hobgoblins 40 6 3 3 7 G ASP
0-6 Chaos Dwarfs 70 5 3 2 9 Stubborn, Thick Skull GS AP
0-2 Bull Centaurs 130 6 4 2 9 Sure Feet, Sprint, Thick Skull GS AP
0-1 Minotaur 150 5 5 2 8 Loner, Wild Animal, Mighty Blow, Frenzy, Horns, Thick Skull S GAP
Reroll 60k
Chaos Pact
0-16 Marauder 50 6 3 3 8 GASM P
0-1 Skaven 50 7 3 3 7 Animosity GM PAS
0-1 Dark Elf 70 6 3 4 8 Animosity GA SPM
0-1 Goblin 40 6 2 3 8 Right Stuff, Stunty, Dodge A GSPM
0-1 Troll 110 4 5 1 9 Loner, Really Stupid, Always Hungry, Thick Skull, Mighty Blow, Regeneration S GAPM
0-1 Minotaur 150 5 5 2 8 Loner, Wild Animal, Mighty Blow, Frenzy, Horns, Loner, Thick Skull , S GAPM
0-1 Ogre 130 5 5 2 9 Loner, Bone-Head, Mighty Blow, Thick Skull, TTM S GAPM
Reroll 60k
Beastmen
0-16 Linegors 50 6 3 3 8 Horns, Animosity G SAPM
0-4 Blitzers (Bestigors) 90 6 3 3 9 Block, Horns, Animosity GS APM
0-2 Runners
(Ungors) 70 7 3 3 8 Sure Hands, Animosity GP ASM
0-1 Minotaur 150 5 5 2 8 Loner, Wild Animal, Mighty Blow, Frenzy, Horns, Thick Skull S GAPM
Reroll 80k
Nurgle
0-16 Rotters 40 5 3 3 8 Decay, Nurgel’s Rot GM ASP
0-4 Pestigor 80 6 3 3 8 Horns, Regeneration, Nurgel’s Rot GSM AP
0-4 Warriors 110 4 4 2 9 Disturbing Presence, Foul Appearance, Regeneration, Nurgel’s Rot GS APM
0-1 Beast Of Nurgle 140 4 5 1 9 Loner, Tentacles, Mighty Blow, Disturbing Presence, Foul Appearance, Really Stupid, Regeneration, Nurgel’s Rot S GAP
Reroll 60k, No Apo, Igor
Slaanesh
0-16 Cultists 40 6 3 3 7 Thick Skull G ASPM
0-4 Beastmen 60 6 3 3 8 Horns GSM AP
0-2 Warriors 110 6 4 3 8 Side Step GS APM
0-2 Deamonettes 100 7 3 3 7 Claws, Hypnotic Gaze GA SP
Reroll 60k
Khorne
0-16 Marauders 50 6 3 3 8 GS AMP
0-4 Beastmen 70 6 3 3 8 Horns, Juggernaut GSM AP
0-4 Warriors 100 5 4 2 9 Frenzy GS APM
0-1 Bloodletter 130 6 5 1 8 Loner, Wild Animal, Mighty Blow, Frenzy S GAP
Reroll 60k
Tzeentch
0-16 Pink Horror 50 5 3 3 8 Big Hands G ASP
0-4 Beastmen 70 6 3 3 8 Horns GSM AP
0-4 Warriors 110 5 4 3 9 GS APM
0-1 Flamer 140 7 3 4 8 Flamethrower, Ward, No Hands S GAP
Reroll 30k
Skaven Teams
Clan Rigens (Standard Skavens)
0-16 Linerats 40 7 3 3 7 G ASPM
0-2 Throwers 60 7 3 3 7 Sure Hands, Pass GP ASM
0-4 Playmakers (Gutter Runners) 90 9 2 4 7 Dodge GA SPM
0-2 Blitzers (Stormvermin) 80 7 3 3 8 Block GS APM
0-1 RatOgres 150 6 5 2 8 Loner, Wild Animal, Mighty Blow, Frenzy, Prehensile Tail S GAPM
Rerolls 70k
Clan Mors
0-16 Linerats 40 7 3 3 7 G ASPM
0-2 Runners 70 8 2 3 7 Brace, Sure Hands, Fend GAP SM
0-6 Blitzers
(Stormvermin) 80 7 3 3 8 Block GS SPM
Reroll 70k
Clan Moulder
0-16 Linerats 40 7 3 3 7 GM ASP
0-2 Runners 70 8 2 3 7 Brace, Sure Hands, Fend GAPM S
0-2 Beastmasters 90 7 3 3 8 Beastmaster, Prehensile Tail GSM AP
0-2 RatOgres 150 6 5 2 8 Wild Animal, Mighty Blow, Frenzy, Prehensile Tail SM GAP
Reroll 70k
Clan Skyre
0-16 Linerats 40 7 3 3 7 G ASPM
0-2 Runners 70 8 2 3 7 Brace, Sure Hands, Fend GAP SM
0-2 Blitzers
(Stormvermin) 80 7 3 3 8 Block GS SPM
0-1 Chainsaw 80 7 3 3 7 Chainsaw, Secret Weapon G ASP
0-1 Grenadier 60 7 3 3 7 Bombardier, Secret Weapon G ASP
0-1 Flame Thrower 90 7 3 3 7 Flamethrower, Secret Weapon G ASP
0-1 Death Roller 160 4 7 1 10 Break Tackle, Stand Firm, Dirty Player, Juggernaut, Mighty Blow, No Hands, Secret Weapon S GAP
0-3 Bribe 80 Roostered Inducement
Reroll 70
Clan Pestilens
0-16 Linerats 40 7 3 2 7 Foul Appearance GM ASP
0-6 Berserkers
(Plague Monks) 80 7 3 3 8 Foul Appearance , Frenzy GSM AP
0-2 Plague Censers 100 3 7 3 7 Ball& Chain, Secret Weapon, No Hands, Sneaky Git, Foul Appearance, Disturbing Presence S GAP
Reroll 70k
Clan Eshin
0-16 Linerats 40 7 3 3 7 G ASPM
0-2 Assassins 90 8 3 3 7 Marking, Stab GA PSM
0-6 Playmakers (Gutter Runners) 90 9 2 4 7 Dodge GA SPM
Rerolls 70k
Undead Teams
Undead
0-16 Skeleton 40 5 3 2 7 Thick Skull, Regeneration G ASP
0-16 Zombie 40 4 3 2 8 Regeneration G ASP
0-4 Ghouls 70 7 3 3 7 Dodge GA SP
0-2 Wights 90 6 3 3 8 Block, Regeneration GS AP
0-2 Mummy 120 3 5 1 9 Grab, Regeneration GS AP
Rerolls 70k, No Apo, Igor
Necromantic
0-16 Zombie 40 4 3 2 8 Regeneration G ASP
0-2 Ghouls 70 7 3 3 7 Dodge GA SP
0-2 Wights 90 6 3 3 8 Block, Regeneration GS SP
0-2 Flesh Golem 110 4 4 2 9 Stand Firm, Regeneration, Thick Skull GS AP
0-2 Werewolves 130 8 3 3 8 Claws, Frenzy, Regeneration GA SP
Rerolls 70k, No Apo, Igor
Khemrian
0-16 Skeleton 40 5 3 2 7 Thick Skull, Regeneration G ASP
0-2 Run-Ra 70 6 3 2 7 Sure Hands, Sprint, Thick Skull, Regeneration GP AS
0-2 Blitz-Ra 80 6 3 2 8 Block, Thick Skull, Regeneration GS AP
0-4 Tomb Guardians 110 4 5 1 8 Break Tackle, Regeneration S AP
Rerolls 70k, No Apo, Igor
Vampire
0-16 Thrall 40 6 3 3 7 Thick Skull G ASP
0-6 Vampire 110 6 4 4 8 Blood Lust, Hypnotic Gaze, Regeneration GAS P
Rerolls 60k
Were
0-16 Weres 60 6 3 3 8 Regeneration G ASP
0-2 Werecats 110 8 3 3 7 Dodge, Regeneration GA SP
0-2 Werebear 120 5 4 2 9 Grab, Regeneration GS AP
0-2 Werewolves 130 8 3 3 8 Claws, Frenzy, Regeneration GA SP
Rerolls 70k, No Apo, Igor
Amorical
0-16 Linemen 60 6 3 3 7 Thick Skull, Regenerate G ASP
0-2 Thrower 80 6 3 3 7 Pass, Accurate, Thick Skull, Regenerate GP AS
0-2 Catchers 80 7 2 3 7 Diving Catch, Catch, Dodge, Thick Skull, Regenerate GA SP
0-2 Blitzers 90 6 3 3 8 Block, Thick Skull, Regenerate GS AP
0-2 Mummy 120 3 5 1 9 Grab, Regeneration GS AP
Rerolls 50k, No Apo, Igor
Ethereal
0-16 Possessed Corpse 40 4 3 2 8 Bonehead, Foul Appearance, Regeneration G ASP
0-4 Specter 60 5 3 3 8 Foul Appearance, Incorporeal, Ward G ASP
0-4 Wraith 80 6 3 3 8 Block, Foul Appearance, Incorporeal, Ward GS AP
0-2 Banshee 90 7 3 3 7 Foul Appearance, Incorporeal, Ward, Stab, Disturbing Presence GA SP
Rerolls 70k, No Apo, Igor
Minor Races
Fimir
0-16 Liners 40 5 3 2 9 Single Eye GS AP
0-6 Blockers 90 4 4 2 9 Single Eye, Prehensile Tail GS AP
0-2 Runners 70 6 3 3 8 Sure Hands, Single Eye GP AS
Reroll 60k
Halfling
0-16 Linemen 30 5 2 3 7 Right Stuff, Stunty, Dodge A GSP
0-4 Playmakers 50 5 2 4 6 Right Stuff, Stunty, Dodge A GSP
0-2 Hunters 80 6 2 3 7 Wrestle, Dauntless, Right Stuff, Stunty, Dodge A GSP
0-2 Treemen 140 2 6 1 10 Mighty Blow, Root, Strong Arm, Thick Skull, TTM S GAP
0-1 Halfling Matster Chef 100 Roostered Inducement
Reroll 50k
Hobgoblin
0-16 Linemen 30 6 3 3 7 Will He Show G ASP
0-2 Assassins (Sneaky Gitz) 60 6 3 3 7 Stab, Sneaky Git G ASP
0-2 Kickers (Booters) 50 6 3 3 7 Kick, Dirty Player, Will He Show GP AS
0-2 Blitzers 60 6 3 3 8 Block, Will He Show GS AP
0-2 Runner 80 7 3 3 7 Sure Hands, Fend GAP S
0-1 Ogre 130 5 5 2 9 Loner, Bone-Head, Mighty Blow, Thick Skull, TTM S GAP
Reroll 70k
Snakemen
0-16 Linemen 60 4 3 4 8 Prehensile Tail G ASP
0-2 Thrower 70 5 3 4 8 Prehensile Tail, Pass GP AS
0-2 Catcher 80 6 3 4 7 Prehensile Tail, Catch GA SP
0-4 Hunters 90 5 3 4 8 Prehensile Tail, Wrestle GA SP
0-1 Queen 130 4 5 2 9 Prehensile Tail, Hypnotic Gaze S GAP
Reroll 70k
Ogre
0-16 Snotlings 20 5 1 3 6 Right Stuff, Stunty, Dodge, Titchy, Side step A GSP
0-5 Manglers 130 5 5 2 9 Bone-Head, Mighty Blow, Thick Skull, TTM S GAP
0-2 Blitzers 170 5 5 2 9 Bone-Head, Block, Break Tackle, Thick Skull, TTM S GAP
Reroll 60k
Dryad
0-16 Dryad 60 6 3 3 8 Thick Skull, Root G ASP
0-2 Dryad Runner 80 8 3 3 7 Sure Hands, Thick Skull, Root GA SP
0-2 Dryad Blitzer 80 7 3 3 8 Block, Thick Skull, Root GS AP
0-2 Treekin 100 3 5 1 9 Loner, Root, Thick Skull S GAP
0-1 Treeman 140 2 6 1 10 Loner, Mighty Blow, Root, Strong Arm, Thick Skull, TTM S GAP
Reroll 60k
Allianses
Underworld
0-16 Goblin 40 6 2 3 8 Right Stuff, Stunty, Dodge A GSP
0-2 Goblin Mutant 60 6 2 3 7 Right Stuff, Stunty, Dodge, Two Heads AM GSP
0-2 Linerat 40 7 3 3 7 Animosity GM ASP
0-2 Thrower 60 7 3 3 7 Animosity, Sure Hands, Pass GPM AS
0-2 Blitzer 80 7 3 3 8 Animosity, Block GSM AP
0-1 Troll 110 4 5 1 9 Loner, Really Stupid, Always Hungry, Thick Skull, Mighty Blow, Regeneration SM GAP
Rerolls 70k
Averlanders
0-16 Halfling 30 5 2 3 7 Right Stuff, Stunty, Dodge A GSP
0-2 Lineman 50 6 3 3 8 G ASP
0-2 Thrower 70 6 3 3 8 Sure Hands, Pass GP AS
0-2 Blitzer 80 7 3 3 8 Block GAS P
0-1 Ogre 130 5 5 2 9 Loner, Bone-Head, Mighty Blow, Thick Skull, TTM S GAP
Rerolls 60k
Rules changes
general rules
Fouling: A generic +1 modifier now applies to the armor roll when fouling.
Turns: Any team scoring in turn 8 ends that half.
Skill Changes
Guard
add "Each available Player with Guard add an additional 10 Team Value to the players team"
Block
add "Each available Player with Block and Dodge add an additional 10 Team Value to the players team"
Claw
Armor roll of 8 or more before modification succeds.
Pile On (Strength)
The player is adept at landing a second blow on a player who is already incapitated. The player may use this skill after he has made a block as part of one of his Block or Blitz Actions ,but only if the Pile On player has just made an injury roll and is currently standing adjacent to the victim. You may re-roll the Injury roll for the victim. The Pile On player is Placed Prone in his own square -- it is assumed that he rolls back there after flattening his opponent (do not make an Armour roll for him as he has been cushioned by the other player! ). Pile On does not cause a turnover unless the Pile On player is carrying the ball. Pile On cannot be used with the Stab or Chainsaw skills.
Sneaky Git (Agility)
Whenever a Sneaky Git has bin send off by the Referee (including for carrying a Secret Weapon), he may cancel the sending off at the end of each half at a roll of 4 or more. A player with this skill also get an additional +1 modifier to the armor roll when making a foul.
Diving Catch
Diving Catch may be used if this player has a tackle zone and is not in the tackle zone of any oppositional player. Any teammate throwing a pass targeted at his square may add 1 to the pass roll. This player may add 1 to any catch roll from an accurate pass targeted at his square.
Nerves of steel
Add to skill “During overtime and in turn 8 of both halves a player with Nerves of Steel is counted as having the Pro skill. If he already has Pro skill doesn’t have to make the 4+ roll to se if he may Pro-reroll during theese turns”
Stunty
Add to skill: "Stunty negates opponents tackle skill when receiving a block or making dodges. Players with Stunty may not take the Block Skill. Sprint and Catch skills only add 10 TV to the players Value"
Removed skills:
Shadowing
Pass Block
Take Root
Leader
New Skills
Beastmaster (Extraordinary)
All teammates in the players tacklezone automatically pass any Wild Animal-rolls.
Brace (Extraordinary)
The player is counted as having +1 ST when being blocked during a blitz action.
Flamethrower (Extraordinary)
Some of the more insane Players are not satisfied with the destructive potential of Chainsaws, Bombs and Ball & Chain wielding Fanatics. These brave souls have decided to light up the Blood Bowl field with the latest in destructive weaponry, the Flamethrower. A player armed with a Flamethrower must attack with it instead of making a Block action (he cannot move before using the Flamethrower), and cannot make Blitz actions at all. The player can attack any orthogonally adjacent square, but cannot attack diagonally. However, there does not need to be a player in the targeted square. When the Flamethrower is used to make an attack, roll a D6. On a roll of 1, the wind blows the flame back in the wielder's face and he is hit. On a roll of 2, 3 or 4 it is difficult to aim the flame in the proper direction. To represent this, roll a D6 and use the Throw-In Template, placed over the player in the direction of the targeted square, to work in what direction the flame travels. On a roll of 5 or 6 on the first dice the carrier manages to aim properly and in you instead choose the direction the flame travels on the Throw-In Template. Any player, from either team, that happens to be first of the three squares in the direction the flame travelled will be hit, even if they are already knocked down or stunned! Make an Armour roll for the player hit by the Flamethrower, adding 3 to the score, If the roll beats the victim's Armour Value, then the player is knocked over and an Injury Roll must be made, again adding 1 to the roll. If the Flamer is ever knocked down, or if he hits himself with a blowback, add 3 to the armour and 1 to the injury (if pertinent) rolls! This skill may be used only once per turn (e.g. it cannot be used with Frenzy or Multiple Block). Casualties caused by a flamethrower player do not count for star player points.
Incorporeal (Extraordinary)
A player with this ability is never knocked down, but suffers armour and injury rolls as normal. When affected by the Stunned result on the injury table, the player is placed in the Reserves box of the Dug-Out for the remainder of the drive instead. Passing an AV-roll on a block during the players action still causes a turnover. When failing a Leap, Dodge or Go For It roll, if the player successfully passes his AV roll, his team does still suffer a turnover and the player must stop in the square he was moving from. If a player with this ability is carrying the ball, roll a D6 before taking an action with that player. On a roll of 1, the player drops the ball. The player also drops the ball on any occasions where he has to take AV-rolls, except when it is due to Stab and Chainsaw skills. A player with this ability may not be given any skill that requires the player to be knocked down, such as Wrestle, Piling On or Diving Tackle.
Marking (General)
Merge Pass Block and Shadow but change "up to three" to "up to two" in the pass block section.
Root (Extraordinary)
As Take root except change "until a drive ends" to "until opponents next turn starts" and add "When
receiving a block, before the dice are being rolled, the player may take root volountarily"
Single Eye (Extraordinary)
All accurate passes that are not natural 6's are counted as inaccurate.
Stubborn (Extraordinary)
If being knocked down during an opponents block action the player stands up at the end of the action if either of the two dice on on the AV-roll was a 1 .
Ward (Extraordinary)
Ward negates all rerolls and modifiers on AV and Injury rolls against the player. A player with Ward may never choose the Thick Skull skill or choose AV-increase as skill progression.
Will He Show (Extraordinary)
Using this skill is mandatory. Before your first setup, roll a d6. On a roll of 1 the player hasn’t shown up and must remain in the reserve box the first drive.
Before each consecutive drive, if the player hasn’t shown up, roll a d6. On a roll of 6 the player show up and may play the rest of match as normal, on any other result he must continue to stay in the reserve box.