Blood Bowl Blood Bowl Sevens Combined BLOOD BOWL SEVENS Welcome to Blood Bowl 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. 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. THE BLOOD BOWL SEVENS PITCH A Blood Bowl Sevens pitch shares many similarities with a standard 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. The Centre Field, the area between each Wide Zone, running, the length of 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. The pitch is then further split along its length into three thirds by two Lines of Scrimmage each marking the point at which one of the teams will line up for the kick-off! 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. DUGOUTS As with normal Blood Bowl, each team in a Blood Bowl Sevens game has 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. The Reserves box. The Knocked-out box. The Casualty box. Turn trackers Team re-roll trackers. The Score tracker. DRAFTING A BLOOD BOWL SEVENS TEAM Blood Bowl Sevens teams are drafted just like other Blood Bowl teams, using the same team rosters. However, there are a few key differences to be aware of: TEAM DRAFT BUDGET The Team Draft Budget is the amount of gold pieces you have to spend on your rookie team: When drafting a Blood Bowl Sevens team for league play, you have a budget of 600,000 gold pieces to spend on players, Sideline Staff, 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. NUMBER OF PLAYERS The first and most important thing to be aware of when drafting a Blood Bowl team is the minimum and maximum number of players permitted: 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 normally found in the local pub, after all): A Journeyman on a Blood Bowl Sevens team replaces the Loner (4+) trait with the Loner (5+) trait. DESIGNER'S NOTE: CURRENCY CONVERSION One important thing to remember about Blood Bowl Sevens is that it represents an amateur game, Neither the staff nor the players are professionals, and the sums of money thrown around aren't likely to be all that high! With that in mind, we would suggest that, wherever possible, coaches use the term 'copper pieces' instead of 'gold pieces'. This has little to no bearing upon the game; a Human Lineman costs 50,000 'points', and how those points are named matters little, But for the purposes of Blood Bowl 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! 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: All teams will have a player type that they are 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. 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: 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.     Death Zone - Blood Bowl Sevens Clean - Page 90 BLOOD BOWL SEVENS Welcome to Blood Bowl 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. 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. THE BLOOD BOWL SEVENS PITCH A Blood Bowl Sevens pitch shares many similarities with a standard 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. The Centre Field, the area between each Wide Zone, running, the length of 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. The pitch is then further split along its length into three thirds by two Lines of Scrimmage each marking the point at which one of the teams will line up for the kick-off! 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. DUGOUTS As with normal Blood Bowl, each team in a Blood Bowl Sevens game has 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. The Reserves box. The Knocked-out box. The Casualty box. Turn trackers Team re-roll trackers. The Score tracker.   Clean - Page 91 DRAFTING A BLOOD BOWL SEVENS TEAM Blood Bowl Sevens teams are drafted just like other Blood Bowl teams, using the same team rosters. However, there are a few key differences to be aware of: TEAM DRAFT BUDGET The Team Draft Budget is the amount of gold pieces you have to spend on your rookie team: When drafting a Blood Bowl Sevens team for league play, you have a budget of 600,000 gold pieces to spend on players, Sideline Staff, 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. NUMBER OF PLAYERS The first and most important thing to be aware of when drafting a Blood Bowl team is the minimum and maximum number of players permitted: 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 normally found in the local pub, after all): A Journeyman on a Blood Bowl Sevens team replaces the Loner (4+) trait with the Loner (5+) trait. DESIGNER'S NOTE: CURRENCY CONVERSION One important thing to remember about Blood Bowl Sevens is that it represents an amateur game, Neither the staff nor the players are professionals, and the sums of money thrown around aren't likely to be all that high! With that in mind, we would suggest that, wherever possible, coaches use the term 'copper pieces' instead of 'gold pieces'. This has little to no bearing upon the game; a Human Lineman costs 50,000 'points', and how those points are named matters little, But for the purposes of Blood Bowl 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! 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: All teams will have a player type that they are 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. 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: 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.   Clean - 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: Every team may purchase 0-6 team re-rolls when it is first drafted. Blood 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! 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! 0-3 ASSISTANT COACHES Any Blood Bowl Sevens team can hire a number of assistant coaches: 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. 0-6 CHEERLEADERS All Blood Bowl Sevens teams can hire a number of cheerleaders: Every Blood Bowl Sevens team may hire cheerleaders when it is first drafted, for the cost of 20,000 gold pieces each, paid for from the Team Draft budget. Additional cheerleaders may be purchased at a later date for the cost of 20,000 gold pieces each. 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. 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. 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! 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. Clean - Page 93 PLAYING BLOOD BOWL SEVENS Setting up and playing a game Blood Bowl Sevens is just like setting up and playing regular Blood Bowl game. Coaches should follow the normal sequences tor the the pre-game, the start of drive, the end of a drive and the post-game, as well as following all of the regular game rules, but with the following exceptions: INDUCEMENTS Blood Bowl Sevens teams can purchase Inducements during Step 4 of the pre-game sequence just like a regular Blood Bowl team, and are awarded Petty Cash in the same way However, due to the amateur nature the competition, the list of Inducements available is somewhat shorter and some costs are slightly different: 0-2 Agency Cheerleaders — 30,000 gold pieces 0-1 Part-Time Assistant Coaches — 30,000 gold pieces 0-2 Bloodweiser Kegs — 50,000 gold pieces each 0-5 Desperate Measures Inducements — 50,000 gold pieces each 0-5 Special Play Inducements — 100,000 gold pieces each 0-8 Extra Team Team Training — 150,000 gold pieces each 0-3 Bribes —100,000 gold pieces each (50,000 gold pieces for teams with the 'Bribery and Corruption' special rule) 0-2 Wandering Apothecaries — 100,000 gold pieces (not available to teams that cannot hire an apothecary ) 0-1 Mortuary Assistant — 100,000 gold pieces (only available to teams with the 'Sylvanian Spotlight' special rule) 0-1 Plague Doctor — 100,000 gold pieces (only available to teams with the 'Favoured of Nurgle ' special rule) 0-1 Halfling Master Chef — 300,000 gold pieces (100,000 gold pieces for teams with the 'Halfling Thimble Cup' special rule) Unlimited Mercenary Players — price varies (as described in the Blood Bowl rulebook) Or: 0-3 Mercenary Players — price varies (see page 41) THE PRAYERS TO NUFFLE TABLE In Blood Bowl Sevens, players do not gain SPPS, meaning some the Bowl results on the Prayers to Nuffle table that give benefits In this regard are not suitable. Therefore, for Blood Bowl Sevens, coaches should use the following, shortened version of the Prayers to Nuffle table: BLOOD BOWLSEVENS PRAYERS TO NUFFLE TABLE D8 RESULT D8 Result 1 Treacherous Trapdoor: Until the end of this half, every time any player enters a Trapdoor square, roll a D6. On a roll of 1, the trapdoor falls open. The player is immediately removed from play. Treat them exactly as if they had been pushed into the crowd. 2 Friends with the Ref: Until the end of the next drive, you may treat a roll of 5 or 6 on the Argue the Call table as a "Well, When You Put It Like That..." result and roll of 2-4 as an "I Don't Care!" result. 3 Stiletto: Randomly select 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 the next drive, that player gains the Stab trait. 4 Iron Man: 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 improves their AV by 1, to a maximum of 11+. 5 Knuckle Dusters: 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 the next drive, that player gains the Mighty Blow (+ 1) skill. 6 Bad Habits: Randomly select D3 opposition players that are available to play during the next drive and that do not have the Loner (X+) trait. Until the end of the next drive, those players gain the Loner (2+) trait. 7 Greasy Cleats: Randomly select one opposition 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. 8 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.   Clean - Page 94 SET-UP As with regular games of Blood Bowl, both coaches place all of their available players on the pitch. If there are more than seven players available those not chosen to play the drive are placed in the Reserves box until the start of the next drive. A team may not set up more than seven players at the start of a drive. The kicking team sets up first, followed by the receiving team, as follows: Both teams set up up fully within the area between their own End Zone and their own Line of Scrimmage. Neither team may set up any players in the area between the two Lines of Scrimmage. Each team can set up a maximum of one player in each Wide Zone. In other words, each team can set up two players in Wide Zones, providing they are split equally with one player per Wide Zone. A team must set up a minimum of three players in. squares within the Centre Field, directly adjacent to their Line of Scrimmage. Note that should a team find itself reduced to only three players or fewer, it may concede without penalty before setting up, as described in the Blood Bowl rulebook. Should you wish to play on, the available player should be set up on the Line of Scrimmage, as described above. THE KICK-OFF EVENT As with the Prayers to Nuffle table, the Kick-off Event table used for for Blood Bowl Sevens differs slightly from the standard Kick-off Event table: BOWL SEVENS KICK-OFF EVENT TABLE 2D6 Result 2 Get the Ref: Each team gains a free Bribe Inducement, This Inducement must be used before the end of the game or it is lost. 3 Time-out: If the kicking team's turn marker is on turn 4, 5 or 6 for the half, both coaches move their turn marker back one space. Otherwise, both coaches move their turn marker forward one space. 4 Solid Defence: D3+1 Open players on the kicking team may be removed and set up again in different locations, following all of the usual set-up rules. 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 same square the ball will land in. 6 Cheering Fans: Both coaches roll a D6 and add the number of cheerleaders on their Team Draft list. The coach with the highest total may immediately roll once on the Prayers to Nuffle table. In the case of a tie, neither coach rolls on the Prayers to Nuffle table. Note that if you roll a result that is currently in effect, you must re-roll it. However, if you roll a result that has been rolled previously but has since expired, there is no need to re-roll it. 7 Brilliant Coaching: Both coaches roll a D6 and add the number of assistant coaches on their Team Draft list. The coach with the highest total gains one extra team re-roll for the drive ahead. If this team re-roll is not used before the end of this drive, it is lost. In the case of a tie, neither coach gains an extra team re-roll. 8 Changing Weather: Make a new roll on the Weather table and apply that result. If the weather conditions are Perfect Conditions' as a result of this roll, the ball will scatter before landing. 9 Quick Snap: D3+1 Open players on the receiving team may immediately move one square in any direction. 10 Blitz: D3+1 Open players on the kicking team may immediately activate to perform a Move action. One may perform a Blitz action and one may perform a Throw Team-mate action. If a player Falls Over or is Knocked Down, no further players can be activated and the Blitz ends immediately. 11 Officious 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. Roll 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 Pitch 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, both coaches randomly select D3 of their players from among those on the pitch. All of the randomly selected players are Placed Prone and become Stunned   Clean - Page 95 THE INJURYTABLE Rather than the standard Injury table, Blood Bowl Sevens uses the following Injury table. This is a simplified version of the standard table that is both quick and easy to use: BLOOD BOWL SEVENS INJURY TABLE 2D6 Result 2-7 Stunned: The player immediately becomes Stunned, and is laid face-down on the pitch. 8-9 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. 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. 12 DEAD: 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. 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: BLOOD BOWL SEVENS STUNTY 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. 12 DEAD: 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. APOTHECARIES During a Blood Bowl Sevens game, a team may use an apothecary to 'patch-up' any player (including Journeymen and Mercenaries) that has been removed from play after being Knocked Out or after suffering a Badly Hurt, Seriously Hurt or DEAD result on the Injury table. 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: On a roll of 4+, 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. Clean - 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 your choice that played during 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 hit-and-miss team training provided, any additional Skills gained by Blood Bowl Sevens player are always randomly selected. The coach of a Blood Bowl 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 New Skill First New Skill Gained Each New Skill Gained After the First Randomly selected Primary skill +10,000 gp +20,000 gp 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. Clean - Page 97 0-5 DESPERATE MEASURES 50,000 GOLD PIECES, AVAILABLE TO ANYTEAM Desperate Measures are a new type of Inducement unique to Blood Bowl Sevens. They represent not only the dirty 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 D8 Result 1 You Dope: One of your players has been experimenting with performance-enhancing potions. You may 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. 2 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. 3 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. 4 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. 5 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. 6 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 suffers a Turnover. Using this Desperate Measure grants your team a free team re-roll. 7 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. 8 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 Bowl rulebook)   In Progress Page 82 BALL& CHAIN When this player is activated, the only action they may cerform is a 'Ball & & Chain Move' Special action. There Is ne limit to how many players with this Trait may perform this Special action each team turn. would move from into either a team, square they that is must peror this player by Standing player against that player, following the normal a rules, Block but action with the following exceptions: A Ball & Chain player ignores the Foul Appearance skill A Ball Chain player must follow-up if they push- back another player. When this player performs this Special action: Place the Throw-in template over the player, facing towards either End Zone or either sideline as you wish. Roll a D6 and move the player one square in the direction indicated. A player with a Ball & Chain automatically passes any Agility tests they may be required to make in order to Dodge, regardless of any modifiers. If this movement takes the player off the pitch, they risk Injury by the Crowd If this movement takes the player into a square in which the ball is placed, the player is considered to have moved involuntarily. Therefore, they may not attempt to pick the ball up and the ball will bounce. If this player moves into a square that is ocupied by a Prone or Stunned player from either team, for any reason, that player is immediately pushed back and an Armour roll is made against them. This player may Rush. Declare that the player will Rush before placing the Throw-in template and rolling the D6 to determine direction: If this player Rushes into an unoccupied square, move them as normal and roll a D6: On a roll of 2+, this player moves without mishap. On a roll of 1 (before or after modification), the player Falls Over. If this player Rushes into a square that is occupied by a standing player from either team, roll a D6: On a roll of 2+, this player moves without mishap and will perform a Block action against the player occupying the square as described previously. On a roll of 1 (before or after modification), the player occupying the square is pushed back and this player will Fall Over after moving into the vacated square Repeat this process for each square the player moves. If this player ever Falls Over, is Knocked Down or s Placed Prone, an Injury roll is immediately made against them (no Armour rollis required), treating a Stunned result as a KO'd result. A player with this Trait cannot also have the Diving Tackle, Frenzy, Grab, Leap, Multiple Block, On the Ball or Shadowing skils. Page 83 BOMBARDIER if they are Standing, this player can pertorm # 'Throw When activated and Team-mate action, sO does not action is neither Pass action nor. Throw Bomb Special action. This Special prevent another player pertorming one of those actions during the same team turn, Mowevet, only a single player with this Trait may-perform this Special action each team turn. A Bomb can be thrown and caught, and the throw interfered with. just like ball, using ine rules for Pass actions as described on page 48, with the following eNee ons: A plaver may not stand up or move before performing a Throw Bomb action. Bombs do not bounce and can come to rest on the ground in an occupied square. Should a player fail1 to catch Bomb, it will come to rest on the ground in the square that player occupies. a Bomb is fumbled , it will explode immediately in the square occupied by the player attempting to throw it. If a Bomb comes to rest on the ground in an empty square or is caught by an opposition player, no Turnover is caused A player that is in possession of the ball can still catch a Bomb, Any Skills that can be used when performing a Pass action can also be used when performing a Throw Bomb Special action, with the exception of On the Ball. If a Bomb is caught by a player on either team, roll a D6: On roll of. 4+, the Bomb explodes immediately as described below. On a roll of 1-3, that player must throw the Bomb again immediately. This throw takes place out of the normal sequence of play. Should a Bomb ever leave the pitch, it explodes in the crowd with no effect (on the game) before the crowd can throw it back. When a Bomb comes to rest on the ground, in either an unoccupied square, in a square occupied by a player that failed to catch the Bomb or in a square occupied by a Prone or Stunned player, it will explode immediately: If the Bomb explodes in an occupied square, that player is automaticaly hit by the explosion. Roll a D6 for each player (from either team) that occupies a square adjacent to the one in which the Bomb exploded: On a roll of 4+, the player has been hit by the explosion. On a roll of 1-3, the player manages to avoid the explosion. Any Standing players hit by the explosion are Knocked Down. An Armour roll (fand possibly an Injury roll as wellis made against any You may any uie explosion, even if they were wveu is made against player hit by the explosion even they were already Prone or Stunned. may apply 9 +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made. Page 84 BONE HEAD* When this player is activated, even if they are Prone ot have lost their Tackle Zone, immediately after declaring the action they will perform but before pertorming the action, roll a D6; CHAINSAW* Instead of performing a Block action (on its own or as part of a Blitz action), this player may perform a Chainsaw Attack Special action, Exactly as described for a Block action, nominate a single Standing player to be the target of the Chainsaw Attack Special action. There is no limit to how many players with this Trait may perform this Special action each teamn turn. On a roll of of 1, this player forgets what they are doing and theit activation ends immediately. Additionally, this player loses theit Tackle Zone until they are next activated On a roll of 2+, this player continues their activation as normal and completes their declared action. To perform a Chainsaw Attack Special action, roll a D6. On a roll of 2-+, the nominated target is hit by a Chainsaw! On a roll of 1, the Chainsaw will violently 'kick-back and hit the player wielding it. In either case, an Armour roll is made against the player hit by the Chainsaw, adding +3 to the result. If the armour of the player hit is broken, they become Prone and an Injury roll is made agal inst them. This Injury roll cannot be modified in any way. If the armour of the player hit is not broken, this Trait has no effect. 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 team turn. This player can only use the Chainsaw once per turn (i.e., a Chainsaw cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz action, this player cannot continue moving after using it. If this player Falls Over or is Knocked Down, the opposing coach may add 4+3 to the Armour roll made against the player. If an opposition player performs a Block action targeting this player and a Player Down! or a POW! result applied, +3 is added to the Armour roll. If a Both Down result is applied, +3 is added to both Armour rolls O Finally, this player may use their Chainsaw when they perform a Foul action. Roll a D6 for kick-back as described above. Once again, an Armour rollis made against the player hit by the Chainsaw, adding +3 to the score. DECAY* If this player suffers a Casualty result on the Injury table, there is a +1 modifier applied to all rolls made against this player on the Casualty table 84 Page 86 REGENERATION After a Casualty roll has been made against this player, roll D6. on a roll of 4+, the Casualty roll is discarded without effect and the player 6 placed the Reserves in box rather than the Casualty box of their team dugout. On a roll of 1-3, however, the result of the Casualty rollis applied as normal. PROJECTILE VOMIT Instead of performing a Block action (on its own of as part ot a Blitz action), this player may perlorm a 'Projectite Vomit' Special action, Exactly as described for a Block action, nominate a single Standing player to be the target of the Projectile Vomit Special action. There is no limit to how many players with this Trait may perform this Special action each team turn. RIGHT STUFF If this player also has a Strength characteristic of 3 or less, they can be thrown by a team-mate with the Throw Team-mate skill, as described on page 52. To pertorm a Projectile Vomit Special action, roll a D6: On a roll of 2+, this player regurgitates acidic bile onto the nominated target. In On ar covering either O itself case, i in this acidic Armour bile. rolli is made against player belches and snorts, before roll 1, the r an player hit by the Projectile Vomit. This Armour roll cannot be modified in any way. If the armour of the player hit is broken, they become Prone and an Injury roll is made against them. This Injury roll cannot be modified in any way. in If the armour of the player hit is not broken, this Trait has no effect. SECRET WEAPON* 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. this player will be Sent-off for committing a Foul, as described on page 63. STAB Instead of performing a Block action (on its own or as part of a Blitz action), this player may perform a 'Stab' Special action. Exactly as described for a Block action, nominate a single Standing player to be the target of A player can only perform this Special action once the Stab Special action. There is no limit to how many per turn (i.€., Projectile Vomit cannot be used with Frenzy players with this Trait may perform this Special action or Multiple Block). each team turn. REALLY STUPID* When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the this action, player rolla a is D6, currently applying adjacent 0 +2 O one modifier C orf t to more the dice Standing roll if team-mates that do not have this Trait: To perform a Stab Special action, make an unmodified Armour roll against the target: If the Armour of the player hit is broken, they become Prone and an Injury roll is made against them. This Injury roll cannot be modified in any way. If the Armour of the player hit is not broken, this Trait has no effect. If Stab is used as part Or a Blitz action, the player cannot continue moving after using it. On a roll of 1-3, this player forgets what they are doing and their activation ends immediately. Additionally, this player loses their Tackle Zone until they are next activated On a roll of 4+, this player continues their activation as normal and completes their declared action. STUNTY* When this player makes an Agility test in order to Dodge, in they ignore any -1 modifiers for being Marked in the square they have moved into, unless they also have either the Bombardier trait, the Chainsaw trait or the Swoop trait. Note that 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 team turn. However, when an opposition player attempts to interfere with a Pass action performed by this player, that player may apply a +1 modifier to their Agility test. Finally, players with this Trait are more prone to injury. Therefore, when an Injury roll is made against this player, roll 2D6 and consult the Stunty Injury table, on page 60 Page 87 SWARMING THROW TEAM- MATE During each Start of Drive sequence aftet Step 2 but ths player also has a Strength characteristi of. 5or before Step 3, you may remove D3 players with this Tralt ore, thay may perform a Throw Tearn-mate action, as from the Reserves box of your dugout and sel them up described on page 52, allowing themn to throw a team- on the pitch, allowing you to set up more than the usual mate with the Right Stuff trait, 11 players. These extra players may not be placed on the Line of Scrimmage or in a Wide Zone. TIMMM-BERI If this player has a Movement Allowance of 2 or less, apply a +1 modifier to the dice roll when they atternigt to stand up (as described on page 44) for each Open, Standing team-mate they are currently adjacent to. A natural 1 is always a failure, no matter how many team-mates are helping. SWOOP H this player is thrown by a team-mate, as described page 52, they do not scatter before landing as they normally would. Instead, you may place the Throw in template over the player, facing towards either End Zone or either sideline as you wish. The player then moves from the target square D3 squares in a direction determined by rolling a D6 and referring to the Throw-in template UNCHANNELLED FURY* When this player is activated, even if they are Prone or if have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6, applying a +2 modifier to the dice roll if you 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): TAKE ROOT When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6: On a roll of 1, this player becomes 'Rooted: A Rooted player cannot move from the square they currently occupy for any reason, voluntarily or otherwise, until the end of this drive, or until they are Knocked Down or Placed Prone A Rooted player may perform any action available to them provided they can do so without moving. For example, a Rooted player may perform a Pass action but may not move before making the pass, and so on. On a roll of 2+, this player continues their activation as normal. On a roll of 1-3, this player rages incoherently at others but achieves little else. Their activation ends immediately. On a roll of 4+, this player continues their activation as normal and completes their declared action. If you declared that this player would perform an action which can only be performed once per team tumn 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 team turn. If you declared that this player would perform any action that includes movement (Pass, Hand-off, Blitz or Foul) prior to them becoming Rooted, they may complete the action if possible. If they cannot, the action 's considered to have been performed and no other player on your team may perform the same action this team turn. TITCHY' This player may apply a +1 modifier to any Agility tests they make in. order to Dodge. However, if an opposition player dodges into a square within count the Tackle Marking Zone of the this player, this player does not count as moving player for the purposes of calculating Agility test modifiers. Clean - Page 83 Raw 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. Blood Bowl Second Season Clean - Page 74 - Skills SKILLS The following pages 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. SKILL USE Players that are standing and have not lost their Tackle Zone can use their Skills or Traits at any time, not just during their own activation. Players that are Prone of Stunned, or that have lost their Tackle Zone for any reason, cannot use any Skills of Traits unless otherwise stated in the Skill or Trait description: You can choose to use a Skill or or Trait that modifies a dice roll after the dice 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 by more than one player per team turn. 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 not wish to). However, the use of a Skill or Trait marked with an asterixis is compulsory. SKILL CATEGORIES Random Selection 1st D6 2nd D6 Agility General Mutations Passing Strength 1-3 1 Catch Block Big Hand Accurate Arm Bar 2 Diving Catch Dauntless Claws Cannoneer Brawler 3 Diving Tackle Dirty Player (+1) Disturbing Presence* Cloud Burster Break Tackle 4 Dodge Fend Extra Arms Dump-off Grab 5 Defensive Frenzy* Foul Appearance* Fumblerooskie Guard 6 Jump Up Kick Horns Hail Mary Pass Juggemaut 4-6 1 Leap Pro Iron Hard Skin Leader Mighty Blow (+1) 2 Safe Pair of Hands Shadowing Monstrous Mouth Nerves of Steel Multiple Block 3 Sidestep Strip Ball Prehensile Tail On the Ball Pile Driver 4 Sneaky Git Sure Hands Tentacles Pass Stand Firm 5 Sprint Tackle Two Heads Running Pass Strong Am 6 Sure Feet Wrestle Very Long Legs Safe Pass Thick Skull   TRAITS Animal Savagery* Decay* Projectile Vomit Swarming Animosity" Hypnotic Gaze Really Stupid* Swoop Always Hungry* Kick Team-mate Regeneration Take Root* Ball & Chain* Loner (X+)* Right Stuff* Titchy* Bombardier No Hands* Secret Weapon* Timmm-ber! Bone Head* Plague Ridden Stab Throw Team-mate Chainsaw* Pogo Stick Stunty* Unchannelled Fury*   Clean - 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 modifier may be applied after the roll has been made and may be applied even it this player is now Prone. If the opposition player was being Marked by more than one player with this Skill, only one player may use it. GUARD This player can offer both offensive and defensive assists regardless of how many opposition players are Marking them. STAND FIRM This player may choose not to pushed back, either as the result of a Block action made against them or by a chain-push. Using this Skill does not prevent an opposition player with the Frenzy skill 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 treat a Both Down result as a Push Back result. In addition, when this player performs a Block action as part of a Blitz action, the target of the Block action may not use the Fend, Stand Firm or Wrestle skills. STRONG ARM This player may apply a +1 modifier to any Passing Ability test rolls they make when performing a Throw Team-mate action. A player that does not have the Throw Team-mate trait cannot have this Skill. 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. This Skill cannot be used with the Stab or Chainsaw traits. 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. 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. Note that choosing to use this Skill means this player will be unable to use the Frenzy skill during the same activation. GRAB When this player performs a Block action (on its own or as part of a Blitz 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 (but not as part of a Blitz action), if the target is pushed back, this player may choose any unoccupied square adjacent to the target to push that player into. If there are no unoccupied squares, this Skill cannot be used. A player with this Skill cannot also have the Frenzy skill. PILE DRIVER When an opposition player is Knocked Down by this player as the result of a Block action (on its own or as part of a Blitz action), this player may immediately commit a free Foul action against the Knocked Down player. 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 Knocked Down player. After using this Skill, this player is Placed Prone and their activation ends immediately.   Clean - Page 75 AGILITY SKILLS CATCH This player may re-roll a failed Agility test when attempting to catch the ball. DEFENSIVE During your opponent's team turn (but not during your own team turn), any opposition players being Marked by this player cannot use the Guard skill. SAFE PAIR OF HANDS If this player is Knocked Down or Placed Prone (but not if they Fall Over) whilst in possession of the ball, the ball does not bounce. Instead, you may place the ball in an unoccupied square adjacent to the one this player occupies when they become Prone. DIVING CATCH This player may attempt to catch the ball if a pass, throw-in or kick-off causes it to land in a square within their Tackle Zone after scattering or deviating. This Skill does not allow this player to attempt to catch the ball if it bounces into a square within their Tackle Zone. Additionally, this player may apply a +1 modifier to any attempt to catch an accurate pass if they occupy the target square. JUMP UP If this player is Prone they may stand up for free (i.e. standing up does not cost this player three (3) squares of their Movement Allowance, as it normally would). Additionally, if this player is Prone when activated, they may attempt to Jump Up and perform a Block action. This player makes an Agility test, applying a +1 modifier. If this test is passed, they stand up and may perform a Block action. lf the test is failed, they remain Prone and their activation ends. SIDESTEP If this player is pushed back for any reason, they are not moved into a square chosen by the opposing coach. Instead you may choose any unoccupied square adjacent to this player. This player is pushed back into that square instead. If there are no unoccupied squares adjacent to this player, this Skill cannot be be used. SNEAKY GIT When this player performs a Foul action, they are not Sent-off for committing a Foul should they roll a natural double on the Armour roll. Additionally, the activation of this player does not have to end 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. 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 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. If the opposition player was being Marked by more than one player with this Skill, only one player may use it. LEAP During their movement, instead of 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, 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. A player with this Skill cannot also have the Pogo Stick trait. 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 failed Agility test when attempting to Dodge. 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 them, as described on page 57. SURE FEET Once per team turn, during their activation, this player may re-roll the D6 when attempting to Rush. Clean - Page 85 HYPNOTIC GAZE During their activation, this player may perform a 'Hypnotic Gaze' Special action, There is no limil to how many players with this Trait may perform this Special action each team tumn. NO HANDS" This player is unable to take possession of the ball. They may not attempt to pick it up, to catch it, or attempt to interfere with a pass. Any attemnpt to do so will automatically fail, causing, the ball to bounce, Should this player voluntarily move into a square in which the ball is placed, they cannot attempt to pick it up, The ball will bounce and a Turnover is caused as if this player had failed an attempt to pick up the ball., To perform a Hypnotic Gaze Special action, nominate a single Standing opposition player that has not lost theit Tackle Zone and that this player is Marking. Then make an Agility test for this player, applying a -1 modifier for every player (other than the nominated Dlayer) that is Marking this player. If the test is passed, the nominated player loses their Tackle Zone until they are next activated. PLAGUE RIDDEN Once per game, if an opposition player with a Strength characteristic of 4 or less that does not have the Decay, Regeneration or Stunty traits suffers a Casualty result of 15-16, DEAD as the result of a Block action performed or a Foul action committed by a player with this Trait that belongs to your team, and if that player cannot be saved by an apothecary, you may choose to use this Trait. If you do, that player does not die; they have instead been infected with a virulent plague! This player may move before performing this Special action, following all of the normal movement rules. However, once this Special action has been performed, this player may not move further and their activation comes to an end. KICK TEAM-MATE If your team has the 'Favoured of Nurgle' special Once per team turn, in addition to another player rule, a new 'Rotter Lineman' player, drawn from the performing either a Pass or a Throw Team-mate action, urgle roster, can be placed immediately in the Reserves a single player with this Trait on the active team can box of your team's dugout (this may cause a team to perform a 'Kick Team-mate' Special action and attempt to ave more than 16 players for the remainder of this kick a Standing team-mate with the Right Stuff trait tha game). During step 4 of the post-game sequence, this is in a square adjacent to them. player may be permanently hired, exactly as you would a Journeyman player that had played for your team (see To perform a Kick Team-mate Special action, follow age 72). POGO STICK During their movement, instead of jumping over a ingle square that is occupied by a Prone or Stunned However, if the Kick Team-mate Special action is player, as described on page 45, a player with this Trait fumbled, the kicked player is automatically removed from may choose to Leap over any single adjacent square, play and an Injury roll is made against them, treating a including unoccupied squares and squares occupied by Stunned result as a KO'd result (note that, if the player that performed this action also has the Mighty Blow (+X) S tanding players. skill, the coach of the opposing team may use that Skill Additionally, when this player makes an on this Injury roll). If the kicked player was in possession of the ball when removed from play, the ball will bounce to Jump over a from the square they occupied the rules for Throw Team-mate actions as described on page 52. Agility test Prone or Stunned player, or to Leap over an empty square or a square occupied by a Standing player, they may ignore any negative modifiers that would normally be applied for being Marked in the square they jumped or leaped from and/or for being Marked in the square they have jumped or leaped into. LONER (X+)* If this player wishes to use a team re-roll, roll a D6 If you roll equal to or higher than the target number shown in brackets, this player may use the team re-roll as normal, Otherwise, the original result stands without being re-rolled but the teamn re-roll is lost just as if it had been used A player with this Trait cannot also have the Leap skill. 85 Clean - Page 76 GENERAL SKILLS BLOCK When a Both Down result is applied during a Block action, this player may choose to ignore it and not be Knocked Down, as described on page 67. DAUNTLESS When this player performs a Block action (on its own or as part of a Blitz action), if the nominated target has a higher Strength characteristic than this player before counting offensive or defensive assists but after 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. Clean - Page 77 FRENZY* Every time this player performs a Block action (on its own or as part of a Blitz action), they must follow-up if the target is pushed back and if they are able. If the target is still Standing after being pushed back, and if this player was able to follow-up, this player must then perform a second Block action against the same target, again following-up if the target is pushed back. It this player is performing a Blitz action, performing a second Block action will also cost them one square of their Movement Allowance. If 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. Note that if an opposition player in possession of the ball is pushed back into your End Zone and is still 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. PRO During their activation, this player may attempt re-roll on dice. This dice may have been rolled either as a dice roll or as part of a dice pool, but cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll. Roll a D6: On a roll of 3+, the dice can be re-rolled. On a roll of 1 or 2, the dice cannot be re-rolled. Once this player has attempted to sue this Skill, they may not use a re-roll from any other source to re-roll this one dice. STRIP BALL When this player targets an opposition player that is in possession of the ball with a Block action (on its own or as part of a Blitz action), choosing to apply a Push Back result will cause that player to drop the ball in the square they are pushed back into. The ball will bounce from the square the player is pushed back into, as if they had been Knocked Down. SURE HANDS This player may re-roll any failed attempt to pick up the ball. In addition, the Strip Ball skill cannot be used against a player with this Skill. SHADOWING This player can use this Skill when an opposition player they are Marking voluntarily moves out of a square within this player's Tackle Zone. Roll a D6, adding the MA of this player to the roll and then subtracting the MA of the opposition player. If the result is 6 or higher, or if the roll is a a natural 6, this player may immediately move into the square vacated by the opposition player (this player does not need to Dodge to make this move). If, however, the result is 5 or lower, or if the roll is a natural 1, this Skill has no further effect. 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. TACKLE When an active opposition player attempts to Dodge from a square in which they were being Marked by one or more players on your team with this Skill, that player cannot use the Dodge skill. Additionally, when an opposition player is targeted by a Block action performed by a player with this Skill, that player cannot use the Dodge skill if a Stumble result is applied against them. 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 a 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. Clean - Page 81 TRAITS ANIMAL SAVAGERY* When this player IS activated, even if they are Prone or have last their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6, applying a +2 modifier the dice roll if you 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): On a roll of 1-3, this player lashes out at their team-mates: - One Standing team-mate of your choice that is currently adjacent to this player is immediately Knocked Down by this player. This does not cause a Turnover unless the Knocked Down player was in possession of the ball. After making an Armour roll (and possible Injury roll) against the Knocked Down player, this player may continue their activation and complete their declared action if able. Note that, if this player has any applicable Skills, the coach of the opposing team may use them when making an Armour roll (and possible Injury roll) against the Knocked Down player. - lf this player is not currently adjacent to any Standing team-mates, this player's activation ends immediately. Additionally, this player loses their Tackle Zone until they are next activated. On a roll 4+, this player continues their activation as normal and completes their declared action. 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 team turn. ANIMOSITY (X)* This player is jealous of and dislikes certain other players on their team, as shown in brackets after the name 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. When this player wishes to perform a Hand-off action to a team-mate of the type listed, or attempts to perform a Pass action and the target square is occupied by a team-mate of the type listed, this player may refuse to do so. Roll a D6. On a roll of 1, this player refuses to perform the action and their activation comes to an end. Animosity does not extend to Mercenaries or Star Players. ALWAYS HUNGRY* If this player wishes to perform a Throw Team-mate action, roll a D6 after they have finished moving, but before they throw their team-mate. On a roll of 2+ continue with the throw as normal. On a roll of 1, this player will attempt to eat their team-mate. Roll another D6: On a roll of 1, the team-mate has been eaten and is immediately removed from the Team Draft list. 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.     Clean - Page 78 MUTATIONS BIG HAND This player may ignore any modifier(s) for being Marked or for Pouring Rain weather conditions when they attempt to pick up the ball. 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 player, their coach must first roll a D6, even if this player has lost 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 when an opposition player they are Marking, voluntarily moves out of a square within this player's Tackle 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 firmly in place and their movement comes to an end. If, however, the result is 5 or lower, or if the roll is a natural 1, this Skill has no further effect. 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. CLAWS When you make an Armour roll against an opposition player that was Knocked Down as the result of a Block action performed by this player, a roll of 8+ before applying any modifiers will break their armour, regardless 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 Skills or Traits. DISTURBING PRESENCE* When an opposition player performs either a Pass action, a Throw Team-mate action or a Throw Bomb Special action, or attempts to either interfere with a pass or to catch the ball, they must apply a -1 modifier to the test for each player on your team with this Skill that is within three squares of them, even if the player with this Skill is Prone, Stunned or has lost their Tackle Zone. IRON HARD SKIN The Claws skill cannot be used when making an Armour roll against this player. MONSTROUS MOUTH This player may re-roll any failed attempt to catch the ball. In addition, the Strip Ball 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. Additionally, this player may apply a +2 modifier to any attempts to interfere with a pass they make. Finally, this player ignores the Cloud Burster skill. 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. If the opposition player is being Marked by more than one player with this Mutation, only one player may use it. Clean - 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 MARY PASS   ON THE BALL When this player performs a Pass action (or a Throw Bomb action), the target square can be anywhere on the pitch and the range ruler does not need to be used, A Hail Mary pass is never accurate, regardless of the result of the Passing Ability test it will always be inaccurate at best. A Passing Ability test is made and can be re-rolled as normal in order to determine if the Hail Mary pass is wildly inaccurate or is fumbled. A Hail Mary pass cannot be interfered with. This Skill may not be used in a Blizzard. This player may move up to three squares (regardless Or their MA), following all of the the normal movement rules, when the opposing coach declares that one of their players is going, to perform a Pass action. This move made after the range has been measured and the target square declared, but before the active player makes a Passing Ability test. Making this move interrupts the activation of the opposition player performing the Pass action. A player may use this Skill when an opposition player uses the Dump-off skill, but should this player Fall Over whilst moving, a Turnover is caused. LEADER A team which has one or more players with this Skill gains a single extra team re-roll, called Leader re-roll. However, the Leader re-roll can only be used if there is at least one player with this Skill on the the pitch (even if the player with this Skill is Prone, Stunned or has lost their Tackle Zone). If all players with this Skill are removed from play before the Leader re-roll is used, it is lost. The Leader re-roll can be carried over into extra time if it is not used, but the team does not receive a new one at the start of extra time. Unlike standard Team Re-rolls, the Leader Re-roll cannot be lost due to a Halfling Master Chef, Otherwise, the Leader re-roll is treated just like a normal team re-roll. 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. Additionally, during each Start of Drive sequence, after Step 2 but before Step 3, one Open player with this Skill on the receiving team may move up to three squares (regardless of their MA). This Skill may not be used if a touchback is caused when the kick deviates and does not allow the player to cross into their opponent's half of the pitch.  PASS This player may re-roll a failed Passing Ability test when performing a Pass action. RUNNING PASS If this player performs a Quick Pass action, their activation does not have to end once the pass is resolved. If you wish and if this player has not used their full Movement Allowance, they may continue to move after resolving the pass. DUMP-OFF If this player is nominated as the target of a Block action (or a Special action granted by a Skill or 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. FUMBLEROOSKIE When this player performs a Move or Blitz action whilst in possession of the ball, they may choose to drop the ball. The ball may be placed in any square the player vacates during their movement 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. Clean - Page 82 BALL& CHAIN* When this player is activated, the only action they may perform is a 'Ball & & Chain Move' Special action. There Is no limit to how many players with this Trait may perform this Special action each team turn. When this player performs this Special action: Place the Throw-in template over the player, facing towards either End Zone or either sideline as you wish. Roll a D6 and move the player one square in the direction indicated. A player with a Ball & Chain automatically passes any Agility tests they may be required to make in order to Dodge, regardless of any modifiers. If this movement takes the player off the pitch, they risk Injury by the Crowd. If this movement takes the player into a square in which the ball is placed, the player is considered to have moved involuntarily. Therefore, they may not attempt to pick the ball up and the ball will bounce. Repeat this process for each square the player moves. If this player would move from into a square that is occupied by a Standing player from either a team, they must perform a Block action against that player, following the normal rules, but with the following exceptions: A Ball & Chain player ignores the Foul Appearance skill A Ball Chain player must follow-up if they push-back another player. If this player moves into a square that is occupied by a Prone or Stunned player from either team, for any reason, that player is immediately pushed back and an Armour roll is made against them. This player may Rush. Declare that the player will Rush before placing the Throw-in template and rolling the D6 to determine direction: If this player Rushes into an unoccupied square, move them as normal and roll a D6: - On a roll of 2+, this player moves without mishap. - On a roll of 1 (before or after modification), the player Falls Over. If this player Rushes into a square that is occupied by a standing player from either team, roll a D6: - On a roll of 2+, this player moves without mishap and will perform a Block action against the player occupying the square as described previously. - On a roll of 1 (before or after modification), the player occupying the square is pushed back and this player will Fall Over after moving into the vacated square. If this player ever Falls Over, is Knocked Down or is Placed Prone, an Injury roll is immediately made against them (no Armour roll is required), treating a Stunned result as a KO'd result. A player with this Trait cannot also have the Diving Tackle, Frenzy, Grab, Leap, Multiple Block, On the Ball or Shadowing skills. Clean - Page 83 BOMBARDIER When activated and if they are Standing, this player can perform a 'Throw Bomb' Special action, This Special action is neither a Pass action nor a a Throw Team-mate action, so does not prevent another player performing one of those actions during the same team turn. However, only a single player with this Trait may perform this Special action each team turn. A Bomb can be thrown and caught, and the throw interfered with, just like a ball, using the rules for Pass actions as described on  Page 48, with the following exceptions: A player may not stand up or move before performing a Throw Bomb action. Bombs do not bounce and can come to rest on the ground in an occupied square Should a player fail to catch a Bomb, it will come to rest on the ground in the square that player occupies. If a Bomb is fumbled, it will explode immediately in the square occupied by the player attempting to throw it. If a Bomb comes to rest on the ground in an empty square or is caught by an opposition player, no Turnover is caused. A player that is in possession of the ball can still catch a Bomb Any Skills that can be used when performing a Pass action can also be used when performing a Throw Bomb Special action, with the exception of On the Ball. If a Bomb is caught by a player on either team, roll a D6: On a roll of 4+, the Bomb explodes immediately, as described below. On a roll of 1-3, that player must throw the Bomb again immediately. This throw takes place out of the normal sequence of play. Should a Bomb ever leave the pitch, it explodes in the crowd with no effect (on the game) before the crowd can throw it back. When a Bomb comes to rest on the ground, in either an unoccupied square, in a square occupied by a player that failed to catch the Bomb or in a square occupied by a Prone or Stunned player, it will explode immediately: If the Bomb explodes in an occupied square, that player is automatically hit by the explosion. Roll a D6 for each player (from either team) that occupies a square adjacent to the one in which the Bomb exploded:  - On a roll of 4t, the player has been hit by the explosion.  - On a roll of 1-3, the player manages to avoid the explosion. Any Standing players hit by the explosion are Knocked Down. An Armour roll (and possibly an Injury roll as well) is made against any player hit by the explosion, even if they were already Prone or Stunned. You may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made Clean - Page 84 BONE HEAD* When this player is activated, even if they are Prone or have lost their Tackle Zone, immediately after declaring the action they will perform but before performing the action, roll a D6: On a roll of of 1, this player forgets what they are doing and their activation ends immediately. Additionally, this player loses their Tackle Zone until they are next activated. On a roll of 2+, this player continues their activation as normal and completes their declared action. 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 team turn. CHAINSAW* Instead of performing a Block action (on its own or as part of a Blitz action), this player may perform a Chainsaw Attack Special action, Exactly as described for a Block action, nominate a single Standing player to be the target of the Chainsaw Attack Special action. There is no limit to how many players with this Trait may perform this Special action each team turn. To perform a Chainsaw Attack Special action, roll a D6: On a roll of 2+, the nominated target is hit by a Chainsaw! On a roll of 1, the Chainsaw will violently 'kick-back and hit the player wielding it. In either case, an Armour roll is made against the player hit by the Chainsaw, adding +3 to the result. If the armour of the player hit is broken, they become Prone and an Injury roll is made against them. This Injury roll cannot be modified in any way. If the armour of the player hit is not broken, this Trait has no effect. This player can only use the Chainsaw once per turn (i.e., a Chainsaw cannot be used with Frenzy or Multiple Block) and if used as part of a Blitz action, this player cannot continue moving after using it. If this player Falls Over or is Knocked Down, the opposing coach may add +3 to the Armour roll made against the player. If an opposition player performs a Block action targeting this player and a Player Down! or a POW! result applied, +3 is added to the Armour roll. If a Both Down result is applied, +3 is added to both Armour rolls. Finally, this player may use their Chainsaw when they perform a Foul action. Roll a D6 for kick-back as described above. Once again, an Armour roll is made against the player hit by the Chainsaw, adding +3 to the score. DECAY* If this player suffers a Casualty result on the Injury table, there is a +1 modifier applied to all rolls made against this player on the Casualty table