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Rules and Downloads

Below you will find all the rules and documents you need to play BloodBowl in the BloodBowl League.

Right click and select Save As on the links below to download these files
(unless you have a Mac and therefore don t have a right mouse button, if this is the case, throw out your useless machine and go buy a PC, then follow the instructions above)

First there is the Living Rulebook 5.0. This is the free downloadable official rulebook for BloodBowl. Everyone should read it.
Living Rulebook

Go here to download a LRB 5 "Cheat Sheet" highlighting many of the LRB 5 and AGBBL League changes:
LRB5 Cheat Sheet

This is the d66 Kick off table that we will be using in place of the standard 2d6 table.
Kick-Off Table

We will use LRB 5 as our League Rulebook. Along with the following list of AGBBL specific House Rules:

  • We will use a winnings system as highlighted in the LRB5 Cheat Sheet. Standard LRB5 winnings system will NOT be used.

  • We will use our custom d66 Kick-Off Table rather than the standard LRB5 Kick-Off Table (see above)

  • Players will receive 1 SPP for recording a Kill against an opponent via Block, Foul or other Attack form. Note this can be in addition to the 2 SPP for causing a Casualty via blocking.

  • A pass that hits the ground (is not caught and scatters) will cause a turnover and will not count as a completion or interception even if the bouncing ball is eventually caught.

  • An errant pass that scatters to an occupied square (without hitting the ground) and is caught will count as a successful completion if caught by an offensive player (and does not count as a turnover). If it is caught by the defensive player it counts as an INT and does result in a turnover.

  • Note: we will use the folllowing LRB rules that have not been used in AGBBL leagues in the past- Kick-off table results are applied after scattering the Kick-off. Interception attempts occur prior to the pass roll.


AGBBL League Rules and Procedures:

The AGBBL Open League will run continuously.

Experimental Rosters:

New Skill(Extraordinary): A player with this skill does not like players from his team that are a different race than he is and will often refuse to play with them despite the coach's orders. If this player attempts to hand-off or pass the ball to a team-mate that is not the same race as the Animosity player, roll a D6. On a 2, the pass/hand-off is carried out as normal. On a 1, the player refuses to try to give the ball to any team-mate except one of his own race. The coach may choose to change the target of the Pass or Hand-off Action to another team-mate of the same race as the Animosity player. If that is not possible, the Action is lost to the team for the turn.

The Slann:
The Slann are a race of froglike aliens that were stranded on the planet thousands of years ago. The race was part of both 1st and 2nd edition Blood Bowl. We decided to try an LRB 5.0 version of the team out and hands down it is a great team to play or play against. The skills of the team open up very different play strategies and calculated risks and they can pull off amazing plays (or get burnt hard trying them). In all honesty if I had to recommend just one race to become official and the 22nd race in Blood Bowl ... without question it would be the Slann ... they are just too fun to play. Also the Slann are very popular whenever polls are taken of what should be the next Blood Bowl race ... so as a result Stephen Hutton and I brought back a lot of the 2nd edition references to the Slann and updated the BB Background so that if the race is made official ... it easily slides into the background of the game.

0-16 Lineman 60,000 6/3/3/8 Leap, Very Long Legs G/ASP
0-4 Catcher 80,000 7/2/4/7 Diving Catch, Leap, Very Long Legs GA/SP
0-4 Blitzer 110,000 7/3/3/8 Diving Tackle, Jump Up, Leap, Very Long Legs GAS/P
0-1 Kroxigor 140,000 6/5/1/9 LONER, Mighty Blow, Thick Skull, Prehensile Tail, Bone-head S/GAP
Re-rolls = 50,000
Apothecary allowed

Chaos Pact

JJ wants an LRB 5.0 based team that could match the 13 man Chaos All-Stars roster in the 2nd edition Star Players book. Now this team has Linemen, Throwers, Blitzers, and Mutants so to mix that ability WITHOUT having way too many slots on the roster ... the Chaos All-Stars have a single position Marauder which has General, Passing, Strength, and Mutation access ... means that any of the Human player from the original Chaos All-Stars can easily be developed. Then in addition to the Marauders you have 6 non-Human players on the original 2nd edition team which are mirrored with additional roster slots.

0-12 Marauder 60,000 6/3/3/8 GSPM/A
0-1 Dark Elf Renegade 70,000 6/3/4/8 Animosity GA/SPM
0-1 Goblin Renegade 40,000 6/2/3/7 Animosity, Right Stuff, Dodge, Stunty A/GSPM
0-1 Skaven Renegage 50,000 7/3/3/7 Animosity G/ASPM
0-1 Chaos Ogre 140,000 5/5/2/9 LONER, Mighty Blow, Thick Skull, Throw Team-Mate, Bone-head S/GAPM
0-1 Minotaur 150,000 5/5/2/8 LONER, Mighty Blow, Frenzy, Horns, Thick Skull, Wild Animal S/GAPM
0-1 Chaos Troll 110,000 4/5/1/9 LONER, Mighty Blow, Regeneration, Throw Team-Mate, Really Stupid, Always Hungry S/GAPM
Re-rolls = 70,000
Apothecary Allowed


Underworld

0-12 Underworld Goblins 40,000 6 2 3 7 Right Stuff, Dodge, Stunty AM/GSP
0-2 Skaven Linemen 50,000 7 3 3 7 Animosity GM ASP
0-2 Skaven Throwers 70,000 7 3 3 7 Animosity, Pass, Sure Hands GPM/AS
0-2 Skaven Blitzers 90,000 7 3 3 8 Animosity, Block GSM AP
0-1 Warpstone Troll 110,000 4 5 1 9 Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-mate SM GAP
Re-rolls = 70,000
Apothecary Allowed

Black Excel Roster Sheet incorporating league changes
Roster Sheet







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