Raw
- Page 90
- Page 74 - Skills
- Page 91
- Page 80
- Page 92
- Page 75
- Page 81
- Page 77
- Page 93
- Page 94
- Page 78
- Page 95
- Page 79
- Page 96
- Page 97
- Page 76
Page 90
BLOOD
BOWL
SEVENS
THE BLOOD BOWl SeVeNs PITCH
Blood Bowl Sevens pitch shares many similarities with a standard
A Blood Bowl pitch, but there are a few key differences to be aware of.
A Blood Bowl Sevens pitch features:
Two End Zones, one at each short end of the pitch.
Two Wide Zones, one at each side of the pitch, running from End Zone to
End Zone,
Two Sidelines, running the length of the pitch, from one End Zone to the other.
of
4. The Centre Field, the area between each Wide Zone, running, the length o the
of
pitch from End Zone to End Zone.
There are two trapdoors on the pitch, one each half, both positioned within
a Wide Zone.
6. The pitch is then further split along its length into three thirds by two Linesdf
Scrimmage each marking the point at which one of the teams wil line upfor
the kick-off!
elcome to Blood Bowl
W
Sevens, the fast and
furious game of fantasy
football. Blood Bowl is, by its very
nature, a game that can take a
couple of hours or more to play.
For many coaches, real-world
commitments, such as work and
family, can mean that finding
time for a full-length game can
be difficult, and taking part in
a league almost impossible.
Blood Bowl Sevens addresses
this by allowing coaches to play
with smaller teams and reducing
the number of turns, creating a
version of the game that can be
played in under an hour.
Finally, the board itself is split into a grid of squares; seven squares from
each Line of Scrimmage to each End Zone and six squares between each Line of
Scrimmage, making the pitch 20 squares long in total, and 11 squares wide; two
squares in each Wide Zone, seven squares across the Centre Field.
What's more, this simplified
version of the game is ideal for
younger players, many of whom
wish to play and want to learn the
rules, but often find the complexity
of Blood Bowl daunting. Blood
Bowl Sevens, with its simplified
format and smaller teams, allows
younger coaches to master the
game without being overwhelmed
by the rules.
DUGOUTS
with normal Blood Bowl, each team in a Blood Bowl Sevens game has
A its own dugout, a safe haven at pitch side where reserves can warm up.
where the injured can be tended to and where important game information
is tracked. The dugouts used for Blood Bowl Sevens are almost identical to normal
dugouts, as described in the Blood Bowl rulebook, except for one important
difference; on a Blood Bowl Sevens dugout, the turn and team re-roll trackers only
go up to six, rather than the usual eight. This is because there are only six turs
per half in a Blood Bowl Sevens game.
41516
1. The Reserves box.
2. The Knocked-out box.
3. The Casualty box.
4. Turn trackers
5. Team re-roll trackers.
6. The Score tracker.
Page 74 - Skills
SKILL USE
layers that are Slanding and have not lost their
Tackle Zone can use
theit Skills or Traits at any time, not just during their own activation.
P Players that are Prone of Stunned, or that have lost their
for any reason, cannot use any Skills of Traits unless otherwise stated Tackle Zone
olated in the
Skill or Trait description:
SKILLS
he following pages
T
feature the complete
list of Skills and Traits
available to players. Be they
Skills a player starts with,
or Skills gained during the
course of a league, all players
will have a degree of access
to General, Agility, Strength
and Passing skills, and many
will have access to Mutations.
Traits are more unique, the
result of a player's nature
rather than something they
can learn
modifies a dice roll after the dice
You can choose to use a Skill or or Trait that
a
roll has been made
All bonuses and/or modifiers from Skills or Traits can be combined.
Unless the description states other wise, a Skill or Trait can be used
e bsed by
more than one player per team tumn.
Unless the description states otherwise, a Skill or Trait can be used
multiple times during each team turn.
Unless Skill or Trait iS marked with an asterisk (*), its use is not
compulsory (i.e., you do not have to use that Skill or Trait if you do net
wish to). However, the use of a Skill or Trait marked with an asteris.
is compulsory.
SKILL CATEGORIES
Random Selection
lstD6 nd D6
Agility
Catch
Diving Catch
Diving Tackle
General
Block
Dauntless
Dirty Player (+1)
Mutations
Big Hand
Claws
Disturbing
Presence*
Extra Arms
Foul Appearance*
Horns
iron Hard Skin
Monstrous Mouth
Prehensile Tail
Tentacles
Two Heads
Very Long Legs
Passing
Accurate
Cannoneer
Cloud Burster
Strength
Arm Bar
Brawler
Break Tackle
1-3
Dodge
Defensive
Jump Up
Leap
Safe Pair of Hands
Sidestep
Sneaky Git
Sprint
Sure Feet
Fend
Frenzy*
Kick
Pro
Shadowing
Strip Ball
Sure Hands
Tackle
Wrestle
Dump-off
Fumblerooskie
Hail Mary Pass
Leader
Nerves of Steel
On the Ball
Pass
Running Pass
Safe Pass
Grab
Guard
Juggemaut
Mighty Blow (+1)
Multiple Block
Pile Driver
Stand Fimm
Strong Am
Thick Skull
6
2
3
4-6
TRAITS
Animal Savagery*
Animosity"
Always Hungry*
Ball & Chain*
Bombardier
Bone Head*
Chainsaw*
6
Decay*
Hypnotic Gaze
Kick Team-mate
Loner (X+)*
No Hands*
Plague Ridden
Pogo Stick
Projectile Vomit
Really Stupid*
Regeneration
Right Stuff*
Secret Weapon*
Stab
Stunty*
Swarming
Swoop
Take Root*
Titchy*
Timmm-ber
Throw Team-mate
Unchannelled FI
Page 91
DRAFTING A BLOOD BOWL
SEVENS TEAM
lood Bowl Sevens feams are drafted just like
B team rosters. Howevet, there are a few key
other Blood Bowl teams, using the same
differences to be aware of:
TEAM DRAFT BUDGET
he Team Draft Budget is the amount of gold
pieces you have to spend on your rookie team:
DESIGNER'S NOTE:
CURRENCY CONVERSION
ne important thing to remember about
Blood Bowl Sevens is that it represents an
amateur game, Neither the staff nor the
players are protessionals, and the sums of money
thrown around aren't lkely to be all that high!
With that in mind, we would suggest that,
wherever possible, coaches use the term 'copper
pleces' instead of 'gold pieces'. This has litle to no
bearing upon the game; a Human Lineman costs
50,000 'points', and how those points are named
matters litle, But for the purposes of Blood Bow
Sevens, referring to those points as 'copper pieces
rather than 'gold pieces' is far more characterful and,
we have found, adds greatly to the fun!
Or
When drafting a Blood Bowl Sevens team for league
play, you have a budget ot 600,000 gold pieces to
spend on players, Sideline Staf, team re-rolls and
so forth.
HIRING PLAYERS
Players are the only compulsory element on any
Blood Bowl Sevens team. Each team roster details all
of the players available to a team of that type and their
Hiring Fee. When drafting a team for Blood Bowl,Sevens,
you should select the players you want to permanently
hire for your team, pay their hiring cost from your Team
Draft Budget and make a record of the player on the
Team Draft list.
PLAYER POSITIONS
There are distinctions to be made between the players
within a team, separating them by their role within the
game, from the humble Lineman to the more specialised
roles performed by the 'positional' players.
LINEMEN: The backbone of any team:
Allteams will have a player type that they are
a
permitted to take 0-12 or 0-16 of. Regardless of name
(for many races call their Linemen by another name),
this Player type is the team's 'Lineman' positional.
NUMBER OF PLAYERS
The first and most important thing to be aware of when
drafting a Blood Bowi team is the minimum and maximum
number of players permitted:
OTHER POSITIONS AND BIG GUYS: Unlike a normal
team, a team drafted for Blood Bowl Sevens cannot
simply recruit as many players of other types as the
coach wishes. Blood Bowl Sevens teams represent
amateur sides, so specialist players, such as Blitzers,
Throwers and so forth, are quite uncommon:
Every Blood Bowl Sevens team must contain a
minimum of seven (7) permanently hired players
when it is first drafted.
No Blood Bowl Sevens team can ever contain more
than eleven (11) permanently hired players.
JOURNEYMEN: As with any Blood Bowl team, during the
course of a league season, the number of players a team
can field may fall below seven due to injury and death.
This is permitted and Blood Bowl Sevens teams may
'Recruit Journeymen' just like any other team. However,
the quality of Journeymen available is likely to be lower
than usual (such reserves are normaly found in the local
pub, after all):
A Blood Bowl Sevens team may include a maximum
of four (4) players that are not Linemen.
A Blood Bowl Sevens team may not include more
players of a certain type than are allowed by the team
roster, For example, an Elven Union team is allowed
0-2 Blitzers, meaning a Blood Bowls Sevens Elven
Union team may include zero, one or two Blitzers,
but may not include three.
A Journeyman on a Blood Bowl Sevens team replaces
the Loner (4-+) trait with the Loner (5+) trait.
Page 80
STRENGTH SKILLS
ARM BAR
If an opposition player Falls Over as
the result of failing their Agility test
when attempting to Dodge, Jump of
Leap out of a square in which they
were being Marked by this player,
you may apply a +1 modifier to
either the Armour roll or Injury roll.
This moditier may be applied after
the roll has been made and may
be applied even it this player is
now Prone
GUARD
This player can offer both offensive
and defensive assists regardiess
how many opposition players are
Marking them.
STAND FIRM
This player may choose not to
pushed back, either asi the result of
oF by Block a chain- push, Using
action made against them
this Skill
does not prevent an opposition player
with the Frenzy skil from performing
a second Block action if this player is
still Standing after the first.
JUGGERNAUT
When this player performs a Block
action as part of a Blitz action (but
not on its own), they may choose to
STRONG ARM
treat a Both Down result as a Push
Back result. In addition, when this
This player may apply a +1 modifer
player performs a Block action as
to any Passing Ability test rolls they
part of a Blitz action, the target of the
make when performing a Throw
Team-mate action.
Block action may not use the Fend,
Stand Firm or Wrestle skills.
If the opposition player was
being Marked by more than one
player with this Skill, only one player
may use it.
MIGHTY BLOW (+1)
When an opposition player is
Knocked Down as the result of a
Block action performed by this
player (on its own or as part of a
Blitz action), you may modify either
the Armour roll or Injury roll by the
amount shown in brackets. This
modifier may be applied after the roll
has been made.
A player that does not have the
Throw Team-mate trait cannot have
this Skill.
BRAWLER
When this player performs a Block
action on its own (but not as part of
a Blitz action), this player may re-roll
a single Both Down result.
THICK SKULL
When an Injury roll is made against
this player (even if this player is
Prone, Stunned or has lost their
Tackle Zone), they can only be KO'd
on a roll of 9, and will treat a roll of
8 as a Stunned result. If this player
also has the Stunty trait, they can
only be KO'd on a roll of 8, and will
treat a roll of 7 as a Stunned result.
All other results are unaffected.
BREAK TACKLE
Once during their activation, after
making an Agility test in order to
Dodge, this player may modify the
dice roll by +1 if their Strength
characteristic is 4 or less, or by +2
if their Strength characteristic is 5
or more.
This Skill cannot be used with
the Stab or Chainsaw traits
MULTIPLE BLOCK
When this player performs a Block action on its own (but not as part of a
Blitz action), they may choose to perform two Block actions, each targeting a
different player they are Marking. However, doing so will reduce this player's
Strength characteristic by 2 for the duration of this activation. Both Block
actions are performed simultaneously, meaning both are resolved in full even
if one or both result in a Turnover. The dice rolls for each Block action should
be kept separate to avoid confusion. This player cannot follow-up when using
this Skill.
GRAB
When this player performs a Block
action (on its own or as part of a
Bitz action), using this Skill prevents
the target of the Block action from
using the Side Step skill.
Additionally, when this player
performs a Block Action on its own
Note that
(but not as part of a Blitz action),
use the Frenzy skill during the same
if the target is pushed back, this
player may choose any unoccupied
PILE DRIVER
square adjacent to the target to
When an opposition player is Knocked Down by this player as the result
push that player into. If there are n
f a Block action (on its own or as part of a Blitz action), this player may
unoccupied squares, this Skil cannot immediately commit a free Foul action against the Knocked Down player.
be used.
To use this Skill this player must be Standing after the block dice result
has been selected and applied, and must occupy a square adjacent to the
this Skill cannot Knocked DoWn player. After using this Skill, this player is Placed Prone and
with
their activation ends immediately.
choosing to use this Skill means this player will be unable to
activation.
A player
also have the Frenzy skill.
Page 92
PURCHASING TEAM RE-ROLLS
Any team can purchase team re-rolls. These represent
the time spent training and the team's ability to react in a
split second to mistakes and tum them around, The cost
reflects the time and effort different teams must invest to
achieve the same broad level of training:
0-6 CHEERLEADERS
All Blood Bowl Sevens teams can hire a number
of cheerleaders:
Every Blood Bowl Sevens tearn may hire cheerleaders
when it is first drafted, for the cost df 20,000 gold
pieces each, paid for fromn the Teamn Draft budget,
Additional cheerleaders may be purchased at a later
date for the cost of 20,000 gold pieces each,
Every team may purchase 0-6 team re-rolls when it is
first drafted
Biood Bowl Sevens teams represent amateur sides.
As such the time spent training and the quality of
training leaves much to be desired . A Blood Bowl
Sevens team must pay double for each team re-roll it
wishes to purchase. For example, if a regular team is
able to purchase team re-rolls for 60,000 gold pieces,
a Blood Bowl Sevens team of the same type must pay
120, 000 gold pieces
Unlike ordinary Blood Bowl teams, a Blood Bowl
Sevens team cannot purchase additional team re-rolls
at a later date. Ongoing team training isn't a strength
of such amateur teams!
0-1 APOTHECARY
Apothecaries work hard on the sidelines, patching up
minor injuries and giving urgent care to more serious
injuries before they can end a player's career:
Not every Blood Bowl Sevens team can hire an
apothecary. Whether a team can or cannot include
an apothecary will be noted on the team roster.
If a team can hire an apothecary, it may only ever
have one on the roster.
Teams that can hire an apothecary can do so when
they are first drafted, or during the Hire and Fire step
of the post-game sequence of any game for a cost of
80,000 gold pieces.
HIRING SIDELINE STAFF
Sideline Staff can be of as much if not more assistance
to a Blood Bowl Sevens team as they can be to a regular
Blood Bowl team. However, finding professional and
competent staff can be a challenge for an amateur team!
Teams able to hire an apothecary may Induce a
number of additional Wandering Apothecaries for a single
game during a league in the Hire Inducements step of the
pre-game sequence
0-3 ASSISTANT COACHES
Any Blood Bowl Sevens team can hire a number of
assistant coaches:
DEDICATED FANS
Just like a regular Blood Bowl team, every Blood Bowl
Sevens team is supported by a strong following of
Dedicated Fans. In truth, this probably represents the
players' ever-loving mums, or perhaps unwilling partners
and spouses dragged along to show support!
Every Blood Bowl Sevens team may hire assistant
coaches when it is first drafted, for the cost of
20,000 gold pieces each, paid for from the Team
Draft budget.
Additional assistant coaches may be purchased at a
later date for the cost of 20,000 gold pieces each.
When a team is drafted, it will have a Dedicated Fans
characteristic of 1 recorded on the Team Draft list. Over
the course of a league season, this characteristic will
increase and decrease, though it will never fall below 1.
Additionally, when a team is drafted it can improve
its Dedicated Fans characteristic by 1, up to a maximum
of 6, at a cost of 20,000 gold pieces per improvement.
For example, a team may improve its Dedicated Fans
characteristic from 1 to 3 at a cost of 40,000 gold pieces
from its Team Draft budget.
Page 75
AGILITY SKILLS
DEFENSIVE
SAFE PAIR OF HANDS
CATCH
During your opponent's team turn
f this player is Knocked Down or
This player may
re-rolla attempting a failed to catch turn), any
(but not during your own team
Placed Prone (but not t they Fall
Agility test when
opposition players being
Over) whilst i in possession of the
the ball.
Marked by this player cannot use tha ball, the ball does not bounce.
Guard skill.
Instead, you may place the ball in an
DIVING CATCH
unoccupied square adjacent to the
This player may attempt to catch the JUMP UP
one this player occupies when they
ball if a pass, throw-in or kick-off
If this player is Prone they may stand become Prone.
causes it to land in a square within
up for free (i.e. standing up does
their Tackle Zone after scattering of not cost this player three (3) squares SIDESTEP
deviating. This Skill does not allow
of their Movement Allowance, as it
If this player is pushed back for any
this player to attempt to catch the
normally would).
reason, they are not moved into
ball if it bounces into a square within
ac square chosen by the opposing
Additionally, if this player is
coach. Instead you may choose any
their Tackle Zone.
Prone when activated, they may
noccupied square adjacent to this
player. This player is pushed back
Additionally, this player may
attempt to Jump Up and perform a
into that square instead . If there are
apply a +1 modifier to any attemp
B lock action. This player makes an
Agility test, applying a +1 modifier.
no unoccupied squares adjacent to
to catch an accurate pass if the y
this player, this Skill cannot be be used.
occupy the target square.
If this test is passed, they stand up
and may perform a Block action.
lf the test is failed, they remain Prone SNEAKY GIT
and their activation ends.
When this player performs a Foul
O
action, they are not Sent-off
committing a Foul should they roll a
Of
natural double on the Armour roll.
the activation
to end
DIVING TACKLE
Should an active opposition player
that is attempting to Dodge, Jump
or Leap in in order to vacate a square
in which they are being Marked by
this player pass their Agility test,
you may declare that this player will
use this Skill. Your opponent must
immediately subtract 2 from the
result of the Agility test. This player
is then Placed Prone in the square
vacated by the opposition player.
LEAP
During their movement, instead
jumping over a single square that
is occupied by a Prone or Stunned
player, as described on page 45.
player with this Skill may choose
to Leap over any single adjacent
square, including unoccupied
squares and squares occupied by
Standing players
Additionally,
of this player does not have
once the Foul has been committed.
If you wish and if this player has not
used their full Movement Allowance,
they may continue to move after
committing the Foul.
If the opposition player was
being Marked by more than one
player with this Skill, only one player
may use
Additionally, this player may
reduce any negative modifier applied
to the Agility test when they attempt
to Jump over a Prone or Stunned
player, or to Leap over an empty
square or a square occupied by a
Standing player by 1, to a minimum
of-1.
SPRINT
When this player performs any action
that includes movement, they may
attempt to Rush three times, rather
than the usual two.
DODGE
Once per team turn, during their
activation, this player may re-roll a
faled Agility test when attempting
to Dodge.
SURE FEET
Once per team turn, during their
activation, this player may re-roll the
D6 when attempting to Rush.
A player with this Skill cannot
also have the Pogo Stick trait.
Additionally, this player may
choose to use this Skill when they
are the target of a Block action and
a Stumble result is applied against
themn, as described on page 57.
HACKSPIT QUILLCHEWER'S FUN FACTS!
A lot of teams have very strict policies regarding performance enhancing
(and reality altering!) drugs. Take the Lowdown Rats, for example.
Any player found not to be in possession of at least a bag of
Madcap Mushrooms can face a very hefty fine!
75
Page 81
TRAITS
ANIMAL SAVAG
When this player IS activated, even if they are Prone oF
have last their Tackie Zone, immediately after declaring
will perform but before performing the
the action they
action, roll a D6, applying a +2 modifier the dice roll
ifyou declared the player would perform a Block or Blitz
action (or a Special action granted by a Skill or Trait that
can be performed instead of a Block action):
ANIMOSiTY (X)Y
This player is jealous of and dislikes certain other players
on their team, as shown in brackets after the namne of
the Skill on this player's profile. This may be defined by
position or race. For example, a Skaven Thrower on an
Underworld Denizens team has Animosity (Underworld
Goblin Linemen), meaning they suffer Animosity towards
any Underworld Goblin Linemen players on their team.
Whereas a Skaven Renegade on a Chaos Renegade team
has Animosity (all team-mates), meaning they suffer
Animosity towards all of their team-mates equally.
On a roll of 1-3, this player lashes out at their
team-mates:
One Standing team-mate of your choice that is
When this player wishes to perform a Hand-off
currently adjacent to this player is immediately
action to a team-mate of the type listed, or attempts to
Knocked Down by this player. This does not cause
perform a Pass action and the target square is occupied
a Turnover unless the Knocked Down player was in
by a team-mate of the type listed, this player may refuse
possession of the ball. After making an Armour rol I t do so. Roll a D6. On a rollof 1, this player refuses to
(and possible Injury roll) against the Knocked Down
perform the action and their activation comes to an end.
player, this player may continue their activation and A nimosity does not extend to Mercenaries or Star Players.
complete their declared action if able. Note that,
ALWAYS HUNGRY*
if this player has any applicable Skills, the coach
this player wishes to perform a Throw Team-mate
of the opposing team may use them when making
action, roll a D6 after they have finished moving, but
an Armour roll (and possible Injury roll) against the
before they throw their team-mate. On a roll of 2+
Knocked Down player.
continue with the throw as normal. On a roll of 1,
lf this player is not currently adjacent to any
this player will attempt to eat their team-mate. Roll
Standing team-mates, this player's activation ends
another D6:
immediately. Additionally, this player loses their
Tackle Zone until they are next activated.
On a roll of 1, the team- -mate has been eaten and
On a roll 8 4+, this player continues their activation
is immediately removed from the Team Draft| list.
as normal and completes their declared action.
NO apothecary can save them and no Regeneration
attempts can be made. If the team-mate was in
possession of the ball, it will bounce from the square
this player occupies.
On a roll of 2+, the team-mate squirms free and the
Throw Team-mate action is automatically fumbled, as
described on page 53.
If you declared that this player would perform an
action which can only be performed once per team turn
and this player's activation ended before the action could
be completed the action iS considered to have been
performed and no other player on your team may perform
the same action this teamn turn.
Page 77
FRENZY
PRO
player performs
Block action
Every time this (on its own or as part of may attempt re-roll
During their activation, this player
STRIP BALL
When this player targets
a
action),
follow-up
the Blitz target is they must back and IE they if dice single may dice have. toll, to as been partof rolled one a dice. either This. asa possession of player the that ball is with in an a Block
opposition
pushed
are able. If t the target
multiple
pushed back, and if this
still Standing dice roll oF as part of a dice poot, but BItz action), choosing to apply a a
action fon itse oWn ofa as part ofa
player
cannot1 be a dice that was rolled. as
Push Back result wille cause that
player
Block action the same against
after being was must able then to perform follow- a up, second this target, roll. part of Roll an D6: Armour, Injury of Casualty they player are to
drop the ball in the square
pushed back into. The ball
again following- up the target is
pushed back.
On a roll of 3+, the dice can be
will bounce from the square the
re-rolled.
player i IS pushed back into, as #f thes
On a rolld of 1 of 2, the dice
had been Knocked Down.
cannot be re-rolled.
t this player is performing a
Blitz action, performing a second
Block action will also cost them one
square of their Movement Allowance.
H this player has no Movement
Allowance left to perform a second
Block action, they must Rush to do
so. If they cannot Rush, they cannot
perform a second Block action.
SURE HANDS
This player may re-roll any failed
Once this player has attempted
attempt to pick up the ball.
to use this Skill, they may not use a
In addition, the Strip Ball skill
re-roll from any other source to re-roll annot be used against a player
this one dice.
with this Skill.
SHADOWING
TACKLE
This player can use this Skill when
When an active opposition player
an opposition player they are
attempts to Dodge from a square in
Marking voluntarily moves out of a
which they were being Marked by
square within this player's Tackle
one or more players on your team
Zone. Roll a D6, adding the MA
with this Skill, that player cannot use
of this player to the roll and then
the Dodge skill.
subtracting the MA of the opposition
player. If the result is 6 or higher, or
Additionally, when an
if the roll is a a natural 6, this player
opposition player is targeted by a
may immediately move into the
Block action performed by a player
square vacated by the opposition
with this Skill, that player cannot use
player (this player does not need
the Dodge skill if a Stumble result is
to Dodge to make this move).
applied against them.
If, however, the result is 5 or lower,
or if the roll is a natural 1, this Skill
has no further effect.
Note that if an opposition
player in possession of the ball is
pushed back into your End Zone and
is stil Standing, a touchdown will
be scored, ending the drive. In this
case, the second Block action is
not performed.
A player with this Skill cannot
also have the Grab skill.
KICK
If this player is nominated to be
the kicking player during a kick-off,
you may choose to halve the result
of the D6 to determine the number
squares that the ball deviates,
rounding any fractions down.
WRESTLE
This player may use this Skill when
Both Down result is applied, either
when they perform a Block action
or when they are the target of a
Block action. Instead of applying the
Both Down result as normal, and
regardless of any other Skills either
player may possess, both players are
Placed Prone.
A player may use this Skill any
number of times per turn, during
either team's turn. If an opposition
player is being Marked by more than
one player with this Skill, only one
player may use it.
HACKSPit QUIllCHEWER'S FUN FACTS!
The 2499 season's Most Blatant Foul award went to
fan-tavourite Morgrim Klchoppa, who spent the best part of
45 minutes kicking an already unconscious Soaren Hightower
grinning ignore this and blatant, waving at rule- the breaking officials. no-no; The they officials were didn't often
while
simply
sen to grin and wave back!
77
Page 93
PLAYING BLOOD BOWL SEVENS
THE PRAYERS TO NUFFLE TABLE
etting up and playing a game Blood BowI Sevens
S is just like setting up and playing rogular Blood some the Bowl resuits Sevens, players do not gain SPPS, meaning
of
In Blood
Bowl game. Coaches should follow the normal
a
of
on the Prayers to Nuffle table that
sequences tor the the pre-game, the start ot drive, the end o
gIve benefits In this rogard are not suitable. Therefore, for
a drive and the post-game, as well as tollowing all ot the
Blood Bowl Sevens, coaches should use the following,
shortened version of the Prayers to Nufle table:
regular game rules, but with the following exceptions:
INDUCEMENTS
BLOOD BOWLSEVENS
PRAYERS TO NUFFLE TABLE
Blood Bowl Sevens teams can purchase Inducements
during Step 4 of the pre-game sequence just like
D8 RESULT
regular Blood Bowl team, and are awarded Petty Cash
Treacherous Trapdoor: Until the end of this
in the same way However, due to the amateur nature
half, every time any player enters a Trapdoor
square, rolla D6. Ona roll of 1, the trapdoor
the competition, the list of Inducements available IS
falls open. The player is immediately removed
somewhat shorter and some costs are slightly different:
from play. Treat them exactly as if they had been
pushed into the crowd.
0-2 Agency Cheerleaders 30,000 gold pieces
0-1 Part-Time Assistant Coaches - - 2/ 30,000 gold pieces
Friends with the Ref: Until the end of the
next drive, you may treat a roll of 5 or 6 on the
0-2 Bloodweiser Kegs - 50,000 gold pieces each
Argue the Call table as a "Well, When You Put
0-5 Desperate Measures Inducements 50, ,000 gold
It Like That. result and roll of 2-4 as an
pieces each
"I
Don't Care!"" resuit.
0-5 Special Play Inducements- 100,000 gold
Stlletto: Randomly select one player on your
pieces each
0-8 Extra Team Team Training Trainine _ - 1 50 150,000 0nn gold pieces each
team that is available to play during the next
io
drive and that does not have the Loner (X+) trait.
0-3 Bribes- 100,000 gold pieces each (50, ,000 gold
Until the end of the next drive, that player gains
pieces for teams with the Bribery and Corruption'
the Stab trait.
special rule)
Iron Man: Choose one player on your team that
0-2 Wandering Apothecaries - 100,000 gold pieces
is available to play during the next drive and that
(not available to teams that cannot hire an apothecary )
does not have the Loner (X+) trait. Until the end
0-1 Mortuary Assistant - 100,000 gold pieces
of this game, that player improves their AV by 1,
(only available to teams with the 'Sylvanian Spotlight'
to a maximum of 11+.
special rule)
5 Knuckle Dusters: Choose one player on your
0-1 Plague Doctor - 100,000 gold pieces
team that is available to play during the next
(only available to teams with the 'Favoured of Nurgle '
drive and that does not have the Loner (X+) trait.
special rule)
Until the end of the next drive, that player gains
the Mighty Blow (+ 1) skill.
0-1 Halfling Master Chef - 300,000 gold pieces
(100,000 gold pieces for teams with the 'Halfling
Bad Habits: Randomly select select D3 D3 opposition
players that are available to play during the next
Thimble Cup' special rule)
drive and that do not have the Loner (X-+) trait.
Unlimited Mercenary Players - price varie
(as described in the Bfood Bowl rulebook)
Until the end of the next drive, those players
gain the Loner (2+) trait.
Or:
Greasy Cleats:; Randomly select one opposition
0-3 Mercenary Players - price varies (see page 41)
player that is available to play during the
next drive. That player has had their boots
tampered with. Until the end of the next drive.
their MA is reduced by 1.
Blessed Statue of Nuffle: Choose one player on
your team that is available to play during the next
drive and that does not have the Loner (X+) trait.
Until the end of this game, that player gains
the Pro skill.
Page 94
THE KICK-OFF EVENT
SET-UP
Kick-off Event table used for for Blood
As with the Prayers to Nufle table, the
As with regular games of Blood
Bowl Sevens differs slightly from the standard Kick-off Event table:
Bowl, both coaches place all ot thei
available players on the pitch. If there
100D BOWL SEVENS KICK-OFF EVENT TABLE
are more than seven players avallble,
those not chosen to play the drive are 2D6 RESULT
placed in the Reserves box until the
Get the Ref: Each team gains a free Bribe Inducernent,
This Inducement must be used before the end of the garne or it is lost,
start of the next drive. A team may
Time-out: lf the kicking team's turn marker is on turn 4, 5 or 6
If
not set up more than seven players
for the half, both coaches move their turn marker back one space.
at the start ot a drive.
a
Otherwise, both coaches move their turn marker forward one space.
Solid Defence: D3-+ 1 Open players on the kicking teamn may be
The Aicking team sets up first,
removed and set up again in different locations, following all of the
followved by the receiving team ,
usual set-up rules.
as follows:
5 High Kick: One Open player on the receiving team may be moved
any number of squares, regardless of their MA, and placed in the
of
Both teams set up up fully within the
same square the ball will land in.
area between their own End Zone
Cheering Fans: Both coaches roll a D6 and add the number of
and their own Line of Scrimmage
cheerleaders on their Team Draft list. The coach with the highest
Neither team may set up any
total may immediately roll once on the Prayers to Nuffle table.
players in the area between the
In the case of a tie, neither coach rolls on the Prayers to Nuffle table.
two Lines of Scrimmage.
Each team can set up a maximum
Note that if you roll a result that is curently in effect, you must
of one player in each Wide Zone.
re-rollit. However, if you roll a result that has been rolled previously
In other words, each team can
but has since expired, there is no need to re-roll it.
set up two players in Wide Zones,
Brilliant Coaching: Both coaches roll a D6 and add the number
providing they are split equally
of assistant coaches on their Team Draft list. The coach with the
with one player per Wide Zone.
highest total gains one extra team re-roll for the drive ahead.
A team must set up a minimum
If this team re-roll is not used before the end of this drive, it is lost.
of three players in. squares within
In the case of a tie, neither coach gains an extra team re-roll.
the Centre Field, directly adjacent
Changing Weather: Make a new roll on the Weather table and
8
apply that result. If the weather conditions are Perfect Conditions'
to their Line of Scrimmage.
as a result of this roll, the ball will scatter before landing.
Note that should a team find
Quick Snap: D3+1 Open players on the receiving team may
itself reduced to only three players or
immediately move one square in any direction.
fewer, it may concede without penalty 1
Blitz: D3+1 Open players on the kicking team may immediately
activate to perform a Move action. One may perform a Blitz action and
before setting up, as described in the
Blood Bowl rulebook. Should you
one may perform a Throw Team-mate action. If a player Falls Over or
wish to play on, the available player
is Knocked Down, no further players can be activated and the Blitz
should be set up on the Line of
ends immediately.
Scrimmage, as described above.
ficious Ref: Both coaches roll a D6 and add their Fan Factor
to the result. The coach that rolls the lowest randomly selects
one of their players from among those on the pitch. In the case
of a tie, both coaches randomly select a player. Rol a D6 for the
selected player(s). On a roll of 2+, the player and the referee argue
and come to blows. The player is Placed Prone and becomes Stunned.
On a roll of 1 however, the player is immediately Sent-off.
12
tch Invasion: Both coaches roll a D6 and add their Fan Factor
to the result. The coach that rolls the lowest randomly selects D3
of their players from among those on the pitch. In the case of a tie,
a
both coaches randomly select D3 of their players ftrom among those
on the pitch. All of the randomly selected players are Placed Prone
and become Stunned
Page 78
FOUL APPEARANCE
When an opposition player declares a
Block action targeting this player (on
its own or as part of a Blitz action),
or any Special action that targets
this playet, their coach must first roll
a D6, even if this player has lost
if
their Tackle Zone. On a roll of 1, the
player cannot perform the declared
action and the action is wasted.
TENTACLES
This player can use this Skill
an opposition player they are when
Marking, voluntarily moves out of a
square within this player's Tackie
Zone, Roll a D6, adding the ST
of this player to the roll and then
subtracting the ST of the opposition
player. If the result is 6 or higher,
or if the roll is a natural 6, the
opposition player is held firnlyin
place and their movement comes to
an end. If, however, the resuitis 5 or
lower, or if the roll is a natural 1, this
Skill has no further effect.
MUTATIONS
BIG HAND
This player may ignore any
modifier(s) for being Marked ot for
Pouring Rain weather conditions
when they attempt to pick up
the ball.
CLAWS
When you make an Armour roll
against an oppasition player that
was Anaeked Down as the result
of a Block action performed by this
playet, a roll of 8+ before applying
any modifiers will break their
arout, regardiess of their actual
Armour Value.
HORNS
When this player performs a Block
action as part of a Blitz action (but
not on its own), you may apply a
+1 modifier to this player's Strength
characteristic. This modifier is
applied before counting assists,
before applying any other Strength
modifiers and before using any other
Skils or Traits.
A player may use this Skill any
number of times per turn, during
either team's turn. If an opposition
player is being Marked by more than
one player with this Skill, only one
player may use it.
DISTURBING PRESENCE
When an opposition player performs
either a Pass action, a Throw
Team-mate action or a Throw Bomb
IRON HARD SKIN
Special action, or attempts to either
The Claws skill cannot be used
interfere with a pass or to catch the
when making an Armour roll against
ball, they must apply a -1 modifier to
this player.
the test for each player on your team
with this Skil that IS within three
MONSTROUS MOUTH
squares of them, even if the player
This player may re-roll any failed
with this Skill is Prone, Stunned o r
attempt to catch the ball. In addition,
has lost their Tackle Zone.
the Strip Ball skil skill cannot be used
against this player.
TWO HEADS
This player may apply a +1 modifier
to the Agility test when they attempt
to Dodge
VERY LONG LEGS
This player may reduce any negative
modifier applied to the Agility test
when they attempt to Jump over a
Prone or Stunned player (or to Leap
over an empty square or a square
occupied by a Standing player,
if this player has the Leap skill)
by l, to a minimum of -1.
EXTRA ARMS
This player may apply a +1 modifier
when they attempt to pick up or
catch the ball, or when they attempt
to interfere with a pass.
PREHENSILE TAIL
When an active opposition player
attempts to Dodge, Jump or Leap
in order to vacate a square in which
they are being Marked by this player,
there is an additional -1 modifier
applied to the active player's
Agility test.
Additionally, this player may
apply a -+2 modifier to any attempts
to interfere with a pass they make.
Finally, this player ignores the
If the opposition player is being
Marked by more than one player with
Cloud Burster skill.
this Mutation, only one player may
use
Y
18
Page 95
THE INJURYTABLE
APOTHECARIES
Rather than the standard Injury table, Blood Bowl Sevens
Uses the following Injury table. This is a simplified version
uring a Blood Bowl Sevens game, a team may
of the standard table that is both quick and easy to user
use an apothecary to patch-up" any player
(including Journeymen and Mercenaries) that has
BLOOD BOWL SEVENS INJURY TABLE
been remnoved trom play after being Knocked Out or after
suffering a Badly Hurt, Seriousty Hurt Of DEAD result on
2D6 RESULT
the Injury table,
2-7 Stunned: The player immediately becomes
Stunned, and is laid face-down on the pitch.
8-9
Ko': The player is immediately removed from
play and placed in the Knocked-out box of their
team dugout. At the end of each drive, there is a
chance any Knocked-out players will recover.
10
adly Hurt: The player misses the rest of this
game, but suffers no long term effect.
Seriously Hurt: The player misses the rest of
this game, but will need more time to recuperate.
In league play, the player is not available to play
in the team's next game
12
EAD: This player is far too dead to play Blood
Bowl! Dead players are dismissed from the team
during Step 1 of the post-game sequence
PATCHING-UP KNOCKED-OUT PLAYERS
An apothecary can be used immediately when a player
becomes Knocked-out:
If the player was on the pitch when they were
Knocked-out, they are not removed from play. instead,
they remain on the pitch and become Stunned.
If the player was Knocked-out as a result of being
pushed back into the crowd or landing in the crowd,
place them directly into the Reserves box rather than
the Knocked-out box.
PATCHING-UP CASUALTIES
An apothecary can be used when a player suffers a Badly
Hurt, Seriously Hurt or DEAD result on the Injury table.
Roll a D6:
STUNTY PLAYERS
Players with the Stunty trait are more prone to
breaking when hit! If an Injury roll is ever made
against a player with the Stunty trait during a Blood
BowI Sevens game, roll on this table instead:
On a roll of 4t, the apothecary has been able to
patch the player up and pump them full of painkillers.
The player is removed from the Casualty box and
placed in the Reserves box.
On a roll of 1-3, the apothecary's vigorous efforts
prove largely futile. The apothecary is unable to patch
the player up - the original Injury table result stands.
BLOOD BOWL SEVENS STUNTY
INJURY TABLE
2D6 RESULT
2-6
Stunned: The player immediately becomes
Stunned, and is laid face-down on the pitch.
7-8
KO'd: The player is immediately removed
from play and placed in the Knocked-out
box of their team dugout. At the end of each
drive, there is a chance any Knocked-out
players will recover.
9-10 Badly Hurt: The player misses the rest of
this game, but suffers no long term effect
11 Seriously Hurt: The player misses the rest
of this game, but will need more time to
recuperate. In league play, the player is not
available to play in the team's next game.
DEAD: This player is far too dead to play
12
Blood BowI! Dead players are dismissed
from the team during Step 1 of the post-
game sequence
Page 79
PASSING SKILLS
ACCURATE
When this player performs a Quick
Pass action or a Short Pass action,
you may apply an additional +1
modifier to the Passing Ability test.
CANNONEER
When this player performs a Long
Pass action or a Long Bomb Pass
action, you may apply an additional
+1 modifier to the Passing
Ability test.
HAIL MARYPASS
ON THE BALL
When this player performs a Pass
This player may move up to three
action (or a Throw Bomb action), the squares (regardless Or their MA),
target square can be anywhere on
following all of the the normal movement
the pitch and the range tuler does
rules, when the opposing coach
not need to be used, A Hail Mary
declares that one of their players i5
pass is never accurate, regardless of
oing, to perform a Pass action, This
the result of the Passing Ability test
move made after the range has
it will always be inaccurate at best.
been measured and the target square
A Passing Ability test is made and
declared, but before the active player
can be re-rolled as normal in order
makes a Passing Ability test., Making
to determine if the Hail Mary pass
this move interrupts the activation
is wildly inaccurate or is fumbled. A
f the opposition player performing
Hail Mary pass cannot be interfered
the Pass action. A player may use
with. This Skill may not be used in
this Skill when an opposition player
a Blizzard.
uses the Dump-off skill, but should
this player Fall Over whilst moving,
LEADER
a Turnover is caused.
CLOUD BURSTER
When this player performs a Long
Pass action or a Long Bomb Pass
action, you may choose to make the
opposing coach re-roll a successful
attempt to interfere with the pass
A team which has one or more
players with this Skill gains a single
Additionally, during each Start
extra team re-roll, called Leader
of Drive sequence, after Step 2 but
re-roll. However, the Leader re-roll
before Step one Open player with
can only be used if there is at least
this Skillon the receiving team may
one player with this Skill on the the pitch
move Up to three squares (regardless
(even if the player with this Skill
of their MA). This Skill may not
is Prone, Stunned or has lost their
be used if a touchback is caused
Tackle Zone). If all players with this
hen the kick deviates and does not
Skill are removed from play before
allow the player to cross into their
the Leader re-roll is used, it is lost.
pponent's half of the pitch.
The Leader re-roll can be carried
over into extra time if it is not used ,
PASS
but the team does not receive a
This player may re-roll a failed
new one at the start of extra time.
Passing Ability test when performing
Unlike standard Team Re-rolls, the
a Pass action.
Leader Re-roll cannot be lost due to
RUNNING PASS
a Halfling Master Chef, Otherwise,
the Leader re-roll is treated just like a If this player performs a Quick Pass
normal team re-roll.
action, their activation does not have
the
is resolved.
DUMP-OFF
If this player is nominated as the
target of a Block action (or a Special
action granted by a Skillor Trait
that can be performed instead of
a Block action) and if they are in
possession of the ball, they may
immediately perform a Quick Pass
action, interrupting the activation of
the opposition player performing the
Block action (or Special action) to
do so. This Quick Pass action cannot
cause a Turnover, but otherwise all of
the normal rules for passing the ball
apply Once the Quick Pass action is
resolved, the active player performs
the Block action and their team
turn continues.
pass
to end once
If you wish and if this player has not
used their full Movement Allowance,
they may continue to move after
resolving the pass.
FUMBLEROOSKIE
When this player performs a Move
or Blitz action whilst in possession Of
the bal, they may choose to drop
the ball. The ball may be placed
in any square the player vacates
during their moverent and does not
bounce. No Turnover is caused
NERVES OF STEEL
This player may ignore any
modifier(s) for being Marked when
they attempt to perform a Pass
action, attempt to catch the ball or
attempt to interfere with a pass.
SAFE PASS
Should this player fumble a Pass
action, the ball is not dropped, does
not bounce from the square this
player occupies, and no Turnover is
caused. Instead, this player retains
possession of the ball and their
activation ends.
73
Page 96
PLAYER ADVANCEMENT
in Blood Bowl Sevens league play, players do not earn Star Player Points
for their achievements. Instead, after every game, one player on your team
will automatically gain new randomly selected Primary or Secondary skill.
There are two ways In which to determine the player and the type of Skill:
1. During Step 3 of the post-game sequence, a single player player of of your choice
that played duting this game and that did not suffer an Injury table result
of 12, DEAD gains a randomly selected Primary skill.
Or
2. During Step 3 of the post-game sequence, a single randomly selected
player that played during this game and that did not suffer an Injury table
result of 12, DEAD gains a randomly selected Secondary skill.
Note that, due to the amateur nature of the game, and the somewhat
miss team training provided, any additional Skills gained by Blood
hit- and-
Bowl Sevens player are always randomly selected. The coach of a Blood Bow
Sevens team has to work with what they are given and, all too often, their
players will waste everyone's time perfecting a truly mind-boggling and often
completely futile set of skills and specialisms.
VALUE INCREASE
As players gain advancements, their value increases. To reflect this, whenever
a player gains a new Skill, their Current Value must be increased on the Team
Draft list by the amount shown on the table below:
CURRENT VALUE INCREASE TABLE
FIRST NEW SKIll A CH NEW SKILL GAINED
GAINED
AFTER THE FIRST
NEW SKILLS
+10,000 gp
+20,000 gp
Randomly selected
Primary skill
Randomly selected
Secondary skill
+20,000 gp
+30,000 gp
THE DRAFT
As players become more experienced, there is a chance they will be noticed
by a professional team and be offered a chance to break into the big leagues.
When this happens, there is little a coach can do as their best player is
poached on the vague promise of a huge salary, all the beer they can drink
and fame undreamed of. It is little wonder that not many players refuse such
an offer.
During Step 1 of the post-game sequence, whilst deleting any DEAD players
from your Team Draft list, roll a D6 for every player on your team that has
gained one or more additional Skills:
If the roll is higher than the number of additional Skills the player has
gained, you have been lucky; no one else is interested in hiring them and
they remain with your team.
If the roll is equal to or lower than the number of additional Skills the
player has gained, they have been lucky: the player receives an offer from
a professional team and immediately quits to pursue their dreams
Page 97
0-5 DESPERATE MEASURES
50,000 GOLD PIECES, AVAILABLE TO ANYTEAM
T entocent not only the dirty
Desperate Measures are a new type of Inducement unique to Blood Bowl Sevens. They represent not only
tricks amateur teams are capable of, but the lengths to which a coach, the players, the fans, and even friends and
family will go to in order to gain an advantage
For every Desperate Measure Inducement purchased, roll a D8 on the table below, re-rolling duplicate results,
and make a note of the result Each result can be used once per game as described below:
DESPERATE MEASURES TABLE
D8 RESULT
You Dope: One of your players has been experimenting with performance-enhancing potions. You mnay play
this Desperate Measure during Step 1 of the first Start of Drive sequence of the game. Choose one player on
your team. This player has either their Strength or their Agility improved by 1 for the duration of this game.
However, when a drive in which this player took part ends, even if this player was not on the pitch at the end
of the drive, roll a D6 for this player:
On a roll of 3+, the player feels amazing!
On a roll of 1 or 2, the player suffers a terrible allergic reaction and must miss the rest of the match.
Razzle-dazzle: One of your players has been practicing hard for the up-coming match. You may play
this Desperate Measure when you activate a player. This player may perform two actions rather than
the usual one
Hangover: One player on the opposing team has been out celebrating the night before the match and turns
up late. You may play this Desperate Measure before Step 1 of the first Start of Drive sequence of the game.
Randomly select an opposing player. That player must miss the first drive of the game.
Grudge Match: Your team has a long-standing and violent rivalry with the opposition. You may use this
Desperate Measure at the start of one of your team turns, before any player is activated. For the duration of
this team turn, your team may commit any number of Fouls, rather than just one.
Set Piece: In preparation for the game, your team has been practicing some set piece plays. You may play
this Desperate Measure when activating a player to perform a Pass action. The pass is automatically accurate
and (unless the pass is intercepted) the ball is automatically caught.
Sports Espionage: You have hired a spy to steal your opponent's playbook in order to give your team the edge.
You may play this Desperate Measure when your team sufers Q Turnover. Using this Desperate Measure grants
your team a free team re-roll.
Discarded Banana Skin: Someone has been snacking on an energy-boosting banana. You may play this
Desperate Measure when an opposing player enters the Tackle Zone of one of your players. The opposing
player immediately Falls Over.
Magic Scroll: A suspicious-looking man from a betting syndicate gives you a spell scroll prior to the game
You might be suspicious, but you'd be foolish not to read it aloud.. wouldn't you? Your team gains a single
Hireling Sports Wizard Inducement for free (see the Blood BowI rulebook)
HACKSPIT QUILLCHEWER'S FUN FACTS
Until recently, the record for Most Decapitations in a Single Match was
held for over a decade by Helmut Wulf. In a 2485 match against the
Champions of Death, he performed an impressive 22 decapitations.
This unlikely achievement was made possible by Tomolandry, who kept
repairing his players and sending them back to be decapitated again!
At full time, an enraged Tomolandry accused Wulf of deliberately
undoing all his hard work-work. Wulf famously responded by advising
the Necromancer to use wire instead of twine-twine!
37
Page 76
GENERAL SKILLS
BLOCK
When a Both Down result is applied during a Block
action, this player may choose to ignore it and nol
be Knocked Down, as described on page 67.
DAUNTLESS
When this player performs a Block action (on its
own or as part ot a Blitz action), if the nominated
target has a higher Strength characteristic than
this player before counting oftensive or defensive
assists but ater applying any other modifiers, roll
a D6 and add this player's Strength characteristic
to the result. If the total is higher than the target's
Strength characteristic, this player increases their
Strength characteristic to be equal to that
of the target of the Block action, before
counting offensive or defensive assists,
for the duration of this Block action.
If this player has another Skill
that allows them to perform more than
one Block action, such as Frenzy,
they must make a Dauntless roll
before each separate Block action
is performed.
DIRTY PLAYER (+1)
When this player commits a Foul action,
either the Armour roll or Injury roll made
against the victim may be modified by the
amount shown in brackets. This modifier may
be applied after the roll has been made
FEND
If this player is pushed back as the result of any
block dice result being applied against them, they
may choose to prevent the player that pushed them
back from following-up. However, the player that
pushed them back may continue to move as part
of a Blitz action if they have Movement Allowance
remaining or by Rushing.
This Skill cannot be used when this
player is chain-pushed, against a player
with the Ball & Chain trait or against
a player with the Juggernaut skill
that performed the Block action as
part of a Blitz.