Create team for this league
This is the primary testing location for a bunch of my stupid team ideas. Give 'em a go! =]
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Arden: The Forest of Arden is the place where Gilles le Breton first met the Lady of the Lake, and pilgrims from all over Bretonnia have roamed its woods ever since. This causes some disgruntlement amongst the Asrai that live there, but you can't have everything. These teams are a fusion of Bretonnian punching power and Elven agility - but while the chivalrous Berts are fine with helping out the elves, the reverse is far from true. Plan accordingly.
0-16 Squires: 6/3/2/8 | Wrestle | G | 50k
0-2 Grail Pilgrims: 7/3/3/8 | Dauntless, Thick Skull | GS | 90k
0-2 Questing Knights: 7/3/3/9 | Block, Mighty Blow | GAS | 110k
0-2 Wood Elf Throwers: 7/3/4/7 | Animosity, Pass | GAP | 80k
0-2 Wood Elf Wardancers: 8/3/4/7 | Animosity, Block, Dodge, Leap | GA | 120k
Apo: Yes
Reroll: 70k
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Disciples of Arianka: Arianka is one of the Chaos Gods of Order, specifically the Goddess of Discipline. Minds out of the gutter, you lot. While she's been imprisoned in a big crystal box under Praag, she's had very little to do but watch the Blood Bowl; what devotees she still has have now taken it upon themselves to spread the good word through the game. They're slow and deliberative players, but with free reroll skills aplenty and Pro lurking everywhere, don't take them lightly.
0-16 Disciples: 5/3/3/7 | Pro | GA | 40k
0-4 Receivers: 7/2/3/7 | Catch, Dodge, Sure Feet | GA | 80k
0-2 Throwers: 5/3/3/8 | Pass, Safe Throw, Sure Hands | GAP | 80k
0-2 Blockers: 4/4/1/10 | Pro, Tackle | GS | 100k
0-2 Exalted of Arianka: 6/3/3/8 | Block, Dodge, Horns, Pro | GAS | 120k
Apo: Yes
Reroll: 50k
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Arnheim: The High Elf colony of Arnheim, and the attendant Forest, gives rise to one of the Elf community's odder Blood Bowling styles. Rather than swiftness and scoring, the High Elves of Arnheim have tempered their skills against the much more brutal Dark Elf teams, and have adopted a defensive, indomitable fighting style. These are Elves who might give ground in the short term, but their ability to tie up the field and conduct an impregnable defence makes their counter-attacks all the more destructive.
0-16 Line-Elves: 5/3/4/8 | Side Step | GA | SP | 70k
0-2 Jammers: 6/3/4/8 | Prehensile Tail, Side Step | GA | SP | 100k
0-2 Runners: 8/3/4/8 | Nerves Of Steel, Sure Feet | GAP | S | 100k
0-2 Blitzers: 7/3/4/8 | Horns, Tackle | GA | SP | 100k
0-2 Blockers: 6/3/4/9 | Block, Fend, Side Step | GA | SP | 120k
Apo: Yes
Reroll: 60k
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Armourzons: These Zons have traded in their bikinis for some actual armour, and while they're not quite used to it yet, their natural mobility allows them to slip past teams as well as outlast them in the field. Just having AV8 increases their survivability by 13%, and since the Blitzers have AV9 it's even stronger. Use them wisely and use Dodge to your advantage.
0-16 Linewomen: 5/3/3/8 | Dodge | GA | 60k
0-4 Cuirbouilli Runners: 6/3/3/8 | Dodge, Sprint | GA | 90k
0-4 Gambesoned Blockers: 5/3/3/9 | Dodge, Fend | GS | 90k
0-4 Escaupil Blitzers: 6/3/3/9 | Dodge, Block | GAS | 110k
Apo: Yes
Reroll: 50k
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Beastmasters:The Beastmasters of the Dark Elves have harnessed the horrifying animals of Naggaroth to brutally take down their opponents. They combine the claws, teeth, and muscle with the agility and swiftness of more traditional elf teams. However, coaches have to be careful: the monsters they crowbar into ever-more optimistic team jerseys can elect to simply growl angrily at the opponents rather than obey the commands of their erstwhile masters - or even grab said masters as a light snack...
0-16 Linemen: 5/3/4/9 | Thrall | GA | SP | 70k
0-4 Beastmasters: 5/3/4/9 | Thick Skull, Thrall, Wrestle | GA | SP | 100k
0-4 Cold Ones: 8/4/1/8 | Loner, No Hands, Wild Animal, Mighty Blow, Prehensile Tail, Thrall | S | GAPM | 100k
0-4 Harpies: 7/3/4/7 | Claw, Leap, Right Stuff, Swoop, Thrall, Very Long Legs | AS | GPM | 110k
0-1 Kraken: 3/6/2/10 | Loner, Always Hungry, Blood Lust, Mighty Blow, Prehensile Tail, Regeneration, Strong Arm, Tentacles, Throw Team-Mate | SP | GAM | 180k
Apo: Yes
Reroll: 70k
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Bhagar: Bhagar, known as the Eternal Necropolis in these times, was known chiefly for its fine horses and finer horsemen. Nehekharan tradition held that touching horses was... not quite sinful, but certainly common, and thus the Bhagarites were seen as somewhat lower-class and lacking in prestige. Nevertheless, they too have developed their own style of Blood Bowl, using the speed and steadiness of their equestrian past to ride forth victorious once more.
0-16 Skeleton Runners: 5/3/2/7 | Regeneration, Sure Feet | G | 50k
0-4 Anointed Rush-Ras: 7/3/2/7 | Frenzy, Regeneration, Sure Feet | GA | 90k
0-2 Anointed Blitz-Ras: 6/3/2/8 | Block, Regeneration, Sure Feet | GS | 100k
0-2 Tomb Guardian Rushers: 5/5/1/9 | Juggernaut, Regeneration, Sure Feet | GS | 140k
0-1 Mighty Chariot: 6/7/1/8 | Loner, No Hands, Secret Weapon, Break Tackle, Dirty Player, Juggernaut, Mighty Blow, Sprint, Sure Feet | S | 160k
Apo: No
Rerolls: 70k
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Boglars: The Boglar teams aren't known for their ability to attract players outside their own race - at least, not onto their own teams. Instead, they've had to rely on their own strengths as players. These being Gnoblars, this is something that would try the patience of a saint. One thing drastically in their favour, however, is their ability to spawn. Boglars multiply in water, and so the ground, showers, pitch, and even the half-time orange squash jug can often be seen to suddenly sprout Boglar players. This might be why other teams don't like playing them much...
0-16 Boglars: 6/2/3/6 | Dodge, Stunty, Regeneration | A | 40k
0-2 Boglar Flingers: 6/2/3/6 | Dodge, Stunty, Regeneration, Hail Mary Pass | AP | 60k
0-2 Slusdgesuckers: 7/2/3/6 | Dodge, Stunty, Regeneration, Stab, Wrestle | GA | SPM | 90k
0-4 Toad-Gnoblars: 7/2/3/8 | Dodge, Stunty, Regeneration, Thick Skull | AM | GSP | 100k
Apo: Yes
Reroll: 50k
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Bretonnian Knights: Some noblemen in Bretonnia find even the thought of sharing a pitch with the lower social orders to be inherently distasteful, and as such, only the cream of Bretonnian nobility should be allowed to participate in the sport. These teams of knightly Bretonnians are flashy, bashy, and smashy, with your powerful Grail Knights as your blocking engine room and a Seneschal with excellent skill access to power the throwing game. However, the roster as a whole is unbelievably expensive.
0-16 Knights Errant: 7/3/3/7 | Dauntless | GS | 70k
0-4 Realm Knights: 7/3/3/8 | Block, Dauntless | GS | 100k
0-2 Pegasus Knights: 8/3/3/7 | Catch, Kick-Off Return, Sure Feet, Very Long Legs | GA | 120k
0-2 Grail Knights: 5/4/3/9 | Fend, Pro, Thick Skull | GS | 130k
0-1 Seneschal: 7/3/3/9 | Leader, Pass, Pro, Safe Throw | GSP | 130k
Apo: Yes
Reroll: 70k
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Caledor: This is a team designed to do flashy Elf Bullshit like almost no other. Every player getting Passing access on a normal roll means you'll never be short of a thrower or a catcher, and even by High Elf standards they're exceptional at moving the ball around. They're also surprisingly bashy, with Jump Up helping you score a lot more blocks than your opponent will be expecting. Your Blockers are great at intercepting, your Dragon Princes are expert cage divers, and your Throwers can send perfect spirals all the way down the field. One-turning is tricky, but this team can two-turn like nobody's business.
0-16 Line Princes: 6/3/4/7 | Jump Up | GAP | 70k
0-4 Blocker Princes: 6/3/4/7 | Catch, Nerves Of Steel, Pass Block, Very Long Legs | GAP | 100k
0-2 Thrower Princes: 6/3/4/7 | Kick-Off Return, Safe Throw, Strong Arm | GAP | 100k
0-2 Dragon Princes: 7/3/4/7 | Block, Jump Up, Leap, Very Long Legs | GAP | 110k
Apo: Yes
Reroll: 70k
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Chaos Dwarf Slavers: Chaos Dwarves don't like losing. At all. As such, even training games are tense and grinding affairs, neither side willing to give up any kind of innovative strategy. They often find a way around this by rounding up a bunch of slaves, tossing them some boots, and telling them that they're today's opponents. Sometimes, though, the slave teams put up enough of a fight to become independent teams, though they're accompanied at all times by their owners and hobgoblin slavedrivers. There's a huge element of bitterness to the team, often pitting slaves against slavers. I wonder why that might be. This manifests on the pitch as Animosity purely directed at the Slavers on the team - be they elf, human, goblin, or black orc, they are united in their hatred of their whip-wielding masters.
0-12 Enslaved Goblins: 5/2/3/6 | Animosity, Dodge, Fend, Stunty | A | GMPS | 30k
0-4 Enslaved Humans: 6/3/2/7 | Animosity, Dodge, Fend | G | AMPS | 50k
0-2 Enslaved Black Orcs: 4/4/1/8 | Animosity, Block, Fend | GS | AMP | 80k
0-2 Enslaved Elves: 7/2/4/7 | Animosity, Fend, Pass | GA | MPS | 80k
0-4 Hobgoblin Whippers: 6/3/3/8 | Diving Tackle, Grab | GS | AMP | 90k
0-2 Chaos Dwarf Slavemasters: 5/3/3/9 | Block, Juggernaut, Tackle | 100k
Apo: Yes
Reroll: 70k
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Daemonsmiths: Very rarely do the demonic forces of Hashut take to the field directly; usually it is at the behest of the Daemonsmiths, who bind them to forms of profane metal and set them to rampage among the opposition. In the field of Blood Bowl, the Daemonsmiths ply their fell trade still, riding herd over a host of slaves. Some maddened Beastmen have even been dredged up from the slave ranks, worshipping Hashut by sacrificing their kin to the cauldrons and sprouting mutations from the Father of Darkness's malign favour. The Daemons of Hashut play a hard-nosed game, as defeat is unacceptable to the Dawi Zharr - so they defend aggressively, and counterattack without mercy.
0-16 Goblin Slaves: 6/2/2/6 | Dodge, Fend, Stunty | A | GSPM | 30k
0-2 Ironsworn: 4/3/2/10 | Block, Horns, Tackle | GS | APM | 100k
0-2 Daemonsmiths: 3/3/2/10 | Block, Stand Firm, Sure Feet | GSM | AP | 100k
0-2 Haashgors: 4/4/3/9 | Horns, Jump Up, Stand Firm | GSM | AP | 120k
0-2 Bull Centaur Templars: 7/4/2/9 | Horns, Juggernaut, Sprint, Sure Feet | GSM | AP | 160k
Apo: Yes
Reroll: 70k
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Dwarf Super League: Inspired by the throwing-centric game of the World's Edge SuperLeague, this is an attempt to make a team that works best when using a throwing attack but not so much that its other attributes are gimped in the process. They might be slow, but they're a well-oiled machine, and it doesn't matter how fast you can run if the ball goes over your head.
0-16 Linemen: 4/3/2/9 | Block, Tackle, Thick Skull | GS | 70k
0-2 Recovery Dwarves: 5/3/2/9 | Block, Kick-Off Return, Sure Hands | GS | 90k
0-2 Throwers: 4/3/3/9 | Block, Catch, Pass, Strong Arm | GSP | 100k
0-2 Blockers: 4/3/2/10 | Block, Grab, Tackle | GS | 100k
0-2 Catchers: 6/3/3/9 | Block, Diving Catch, Nerves Of Steel, Sure Feet | GAS | 120k
Apo: Yes
Reroll: 60k
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Ellyrion: Stat Elves par excellence, the Ellyrion team-building philosophy is to pay vast sums of money for the most freakishly gifted athletes they can get their grubby little mitts on and throw them onto the field to sink or swim. As such, they're the agility team equivalent of Chaos at low TV: they'll struggle a lot against teams that start with a lot of skills, but once they start getting skills themselves (or stat boosts, heaven forbid), they'll be very scary indeed.
0-16 Linemen: 7/3/4/7 | -- | GA | 70k
0-4 Silver Helms: 8/3/4/8 | -- | GA | 90k
0-2 Reavers: 9/3/4/9 | -- | GA | 120k
Apo: Yes
Reroll: 70k
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Cultists of Hashut: Hashut may be a minor Chaos God, but that hasn't stopped any of the others from fielding teams. Uniquely, though, Hashut is worshipped almost exclusively by Chaos Dwarves, which has led to a very interesting team combining doughty defences and ferocious mutants. The mutants in question all look a bit like bulls - the traditional symbol of Hashut, as well as "things being on fire" and "things being made of metal". Rumours that Hashut is actually Sergeant Bash from Robot Wars are unconfirmed at this time.
0-16 Cultists of Hashut: 4/3/2/9 | Block, Thick Skull | GS | APM | 70k
0-2 Chaos Dwarf Berserkers: 5/3/2/8 | Block, Frenzy, Horns, Thick Skull | GSM | AP | 100k
0-2 Winged Taurus: 6/3/3/9 | Horns, Leap, Very Long Legs | SM | GAP | 90k
0-2 Bull Centaurs: 6/4/2/9 | Sprint, Sure Feet, Thick Skull | GS | APM | 130k
0-1 Iron Daemon: 4/7/1/10 | Loner, Secret Weapon, Ball And Chain, Mighty Blow, Sprint, Sure Feet | S | GAP | 150k
0-1 Lammasu: 5/5/3/9 | Loner, Bone Head, Disturbing Presence, Horns, Mighty Blow, Leap, Very Long Legs | SM | GAP | 180k
Apo: Yes
Reroll: 70k
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Half-Dwarves: Half-Dwarves are rare, but far from unheard-of in the Old World. They're at a midpoint in height between Dwarves and Humans, and caught between the two in terms of playstyle. While they lack the boundless TV efficiency of your standard Dorf roster, Half-Dwarves make up for it with more pace, more starting skills, and an actual reason to have multiple throwers on the pitch. The Ball Players are excellent at retrieving the ball and snapping it up the field, and your Runners are extremely hard to put down after a few levels. Feed them touchdowns and hope the other positionals get casualties.
0-16 Linemen: 5/3/3/8 | Block | GS | 60k
0-4 Blockers: 5/3/2/9 | Block, Dauntless, Stand Firm | GS | 90k
0-2 Ball Players: 5/3/3/8 | Diving Catch, Kick-Off Return, Pass | GSP | 100k
0-2 Blitzers: 6/3/3/9 | Block, Tackle | GS | 100k
0-2 Runners: 7/3/3/9 | Catch, Sprint | GAS | 110k
Apo: Yes
Reroll: 60k
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Hill Dwarves: Hill Dwarf communities are less stout and stocky than their mountain-dwelling counterparts, but they're still not possessed of what you'd call lightning pace. More trundling pace, if we're honest. That said, your Blitzers are excellent at receiving handoffs from your Runners and can blitz pesky Wrestle pieces out of the way with Juggs, so they can get quite far, but be careful not to get too dragged out of position.
0-16 Linedwarves: 5/3/2/8 | Thick Skull, Wrestle | G | 50k
0-4 Revered Blitzers: 5/3/3/8 | Catch, Juggernaut, Thick Skull | GS | 90k
0-2 Field Runners: 6/3/3/8 | Sure Feet, Sure Hands, Thick Skull | GA | 100k
0-2 Totem Guardians: 4/4/1/9 | Grab, Stand Firm, Thick Skull | GS | 100k
Apo: Yes
Reroll: 60k
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Ice Witches: The Ice Witches of Kislev are well-known for their hardiness and the lethality of their magic. They're also known for being some of the most callous and coldly calculating people who have ever lived. Quite why their passions have been roused by Blood Bowl is beyond some of the older witches, but roused they have, and more and more Ice Witches are taking to the field, garnering a loyal following amongst Kislevite expats in the Empire and beyond. These ladies are extremely hard to put down and their blitzing (and stabbing) power is beyond reproach, but having so much AG2 and zero ball handling skills means they're going to struggle mightily to win. That said, your opponent can't win if all their players are dead.
0-16 Apprentice Witches: 5/3/2/9 | Thick Skull | G | ASP | 40k
0-4 Ice Maidens: 6/3/2/9 | Stand Firm, Thick Skull | GS | AP | 70k
0-2 Ice Witches: 7/3/3/9 | Block, Stab, Thick Skull | GA | SP | 110k
0-2 Ice Guard: 6/4/2/9 | Tackle, Thick Skull | GS | AP | 120k
Apo: Yes
Rerolls: 60k
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Jade-Blooded: The Jade-Blooded Vampires of faraway Cathay are ancient, half-mad vampires drugged up to the eyeballs and as shrouded in mystery as they are brimming with weird diseases. One thing about their ethos is well-known, though: warfare is best left to mortals. As such, while a Jade-Blooded Vampire taking to the field in person is extremely rare, they have several teams throughout the sport, and place great ethos on preparing their proteges while treating other assets as expendable. This is a Vampire team that's almost devoid of Vampires, but the one that you CAN buy is extremely good, although Decay and AV7 means it'll explode if someone so much as looks at it funny. Just be sure to protect it with your other assets - you have more than enough to make them worthwhile.
0-16 Linemen: 6/3/2/8 | -- | G | ASP | 30k
0-4 Ghoul Cabalists: 7/3/3/8 | Dodge, Pass | GAP | S | 90k
0-2 Jade Assassins: 8/2/4/8 | Dodge, Stab, Weeping Dagger | GA | SP | 110k
0-2 Jade Guard: 3/5/1/10 | Stand Firm, Thick Skull | GS | APM | 120k
0-1 Jade-Blooded: 4/4/4/7 | Block, Decay, Dodge, Fan Favourite, Hypnotic Gaze, Leader | GAPM | S | 150k
Apo: Yes
Rerolls: 60k
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Luccini: The Luccini tradition of being Better Than You, or at least thinking that's the case, is as alive and well in Blood Bowl as it is anywhere else. It's not entirely without merit, either. They're a team that's built on being very fast indeed, though they lack core skills and are wildly expensive. If you can pick the ball up, though, you're home and dry.
0-16 Linemen: 7/3/3/7 | Sprint | GA | SP | 70k
0-4 Catennacieri: 7/3/3/9 | Dodge, Stand Firm | GA | SP | 110k
0-2 Sciabolata Morbidieri: 7/3/3/7 | Big Hand, Nerves Of Steel, Sprint, Strong Arm | GAP | S | 110k
0-2 Mezzali | 9/2/3/7 | Diving Catch, Sprint, Sure Feet | GA | SP | 110k
0-2 Trequartisti Gattopardo | 8/3/3/8 | Block, Dauntless, Sprint | GAS | P | 120k
Apo: Yes
Reroll: 70k
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Lumbrian Nations: The Human nations of Lumbria compete in their version of Blood Bowl with a broadly similar approach to those of the Albion Four Nations. They're just better at administering a kicking to the opposition. While they're equally good at controlling the game and grabbing passes as the Four Nations, the Lumbrian Nations are a more physical team, and need to be played accordingly. They have more S access and Strength than the Four Nations too, which is nice, but their ball control is somewhat diminished. Get Block and Guard as soon as you can and feed TDs to your All Blacks. They'll thank you for it in the long run.
0-16 Linemen: 6/3/3/8 | Dump-Off, Nerves Of Steel | G | 60k
0-2 Puma Blockers: 6/3/3/8 | Dump-Off, Nerves Of Steel, Frenzy, Tackle | GS | 80k
0-2 Bokke Throwers: 6/3/3/8 | Dump-Off, Nerves Of Steel, Accurate, Kick | GP | 80k
0-2 Wallaby Runners: 7/3/3/8 | Dump-Off, Nerves Of Steel, Dodge | GA | 80k
0-2 All Blacks: 6/4/3/8 | Dump-Off, Nerves Of Steel, Pro | GAS | 130k
Apo: Yes
Reroll: 50k
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Marienburg: The Marienburg teams are extremely wealthy, funded by the guilds of the city and private merchants alike. While this would in theory mean that they're able to afford the best, in practice? It means they're even more driven to make a profit than other teams. Rosters are thrown together from a ragbag of sailors, merchant guards, and other such people, and then promptly told to win by any means necessary. This is accomplished by playing as dirty a game as possible without bringing chainsaws and high-explosives onto the field. Those things cost money, you know.
0-16 Linemen: 7/3/2/7 | Shadowing | G | 50k
0-4 Militiamen: 7/3/2/7 | Dirty Player | G | 50k
0-2 Watchmen: 5/4/1/8 | Block, Grab | GS | 90k
0-2 Marines: 5/4/3/7 | Block, Horns | GS | 110k
0-2 Fog Walkers: 8/3/3/7 | Block, Dodge, Shadowing | GA | 120k
Apo: Yes
Reroll: 50k
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Mortuary Cult: Adherents of the state religion of Nehekhara, the Mortuary Cult are teams comprised of temple acolytes and liche priests to praise their gods through the medium of sport. They place great value in defence and toughness, and they have incredible knowledge of healing magics - making them one of the toughest teams to make stay down. They also bring their own secret weapon to the party - a Casket Of Souls, an ancient Nehekharan artefact that blows the opponent to hell - as long as it's on the field.
0-16 Linemen: 5/3/2/9 | Regeneration | G | 60k
0-6 Liche Priests: 6/3/3/8 | Hypnotic Gaze, Regeneration | GA | 90k
0-4 Casket Guards: 4/4/1/10 | Block, Regeneration, Stand Firm | GS | 120k
0-1 Casket Of Souls | 2/3/6/6 | Loner, No Hands, Really Stupid, Take Root, Bombardier, Pass, Accurate, Strong Arm | GP | 150k
Apo: Yes
Reroll: 60k
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Naqqara: Naqqara is a minor Tomb Kings city, but its position within difficult terrain made its people doughty and reliable. This ethos carries over into its Blood Bowl teams, who favour solidity in defence over attacking prowess. Naqqaran teams grind out wins based on staying in one place, and their Guardians encapsulate this perfectly.
0-16 Skeletons: 5/3/2/7 | Regeneration, Thick Skull | G | 40k
0-4 Block-Ras: 5/3/2/9 | Regeneration, Stand Firm, Thick Skull | GS | 90k
0-2 Blitz-Ras: 6/3/2/8 | Block, Regeneration, Thick Skull | GS | 90k
0-2 Ball-Ras: 5/3/2/8 | Fend, Regeneration, Sure Hands, Thick Skull | GA | 100k
0-2 Tomb Guardians: 4/5/1/9 | Regeneration, Stand Firm, Thick Skull | GS | 120k
Apo: No
Rerolls: 70k
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Nehekhara: Another one of those "AV7 humans with One Key Skill" teams, this time they've got Sure Feet. The Nehekharans are a team built around mobility and aggressive positioning, able to handle the ball well and move it around the field with relative ease. They're fragile, though, with their mass AV7 and lack of core skills. Be careful with them.
0-16 Linemen: 6/3/3/7 | Sure Feet | G | 50k
0-4 Djaf Runners: 7/3/3/7 | Sure Feet, Sprint | GA | 90k
0-2 Asaph Throwers: 6/3/3/7 | Sure Feet, Pass, Dump-Off | GP | 80k
0-2 Usirian Blockers: 6/3/3/7 | Sure Feet, Diving Tackle, Jump Up | GS | 90k
0-2 Ptra Blitzers: 7/3/3/7 | Sure Feet, Dauntless, Tackle | GAS | 100k
Apo: Yes
Reroll: 50k
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Saurus: Saurus teams are a weird bunch. Heavy on strength and light on basically anything else, moving the ball is extremely challenging for them. This is a problem in a ball-based sport. However, they're not completely bereft of options; your Scar-Veterans are all AG2, which means you pick up on a coin flip. Keeping the ball safe is relatively easy too, as you get heaps and heaps of Strength and great AV. Enjoy being murdered by Claw teams.
0-16 Saurus Youngbloods: 6/3/2/9 | Thick Skull | S | 50k
0-4 Saurus Blockers: 6/4/1/9 | Thick Skull | GS | 90k
0-2 Saurus Temple Guard: 6/4/1/9 | Stand Firm, Thick Skull | GS | 100k
0-2 Saurus Scar-Veterans: 6/4/2/10 | Horns, Thick Skull | GS | 130k
Apo: Yes
Reroll: 70k
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Staffers: Long-time Blood Bowl fans know that anyone can have a go if they're willing to try hard and give it their all and risk getting a chainsaw to the gizzards courtesy of a small green person who seems entirely too enthusiastic about the whole thing. What they don't know is that coaching staff still play, and well! Or at least as well as their old bones can muster. Staffers tend to be made up of an assortment of people who usually take backroom roles but want their moment in the sun, and also want to risk a chainsawing. There's no accounting for taste, I suppose.
0-16 Assistant Coaches: 6/3/3/7 | -- | G | ASPM | 40k
0-2 Old Veterans: 6/3/2/9 | Block, Decay, Dodge | GM | ASP | 90k
0-2 Defensive Co-Ordinators: 4/3/3/9 | Block, Fend, Side Step, Stand Firm | GSM | AP | 110k
0-2 Offensive Co-Ordinators: 6/3/4/7 | Kick, Kick-Off Return, Pass, Strong Arm | GMP | AS | 110k
0-2 Cheerleaders: 8/3/4/7 | Leap, Very Long Legs, Fan Favourite | GA | SPM | 110k
0-1 Club Legend: 7/3/4/8 | Decay, Fan Favourite, Leader | GASP | M | 100k
Apo: Yes
Rerolls: 50k
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Strange Gnoblars: Gnoblars come in all shapes, if not all sizes, and they've got an array of useful idiots. Building a Strange Gnoblar team is, as with all Stunty rosters, an exercise in deep frustration, but on the plus side you have a lot more skills and interesting positionals. Use your array of weird positionals to your advantage, and block them off with your linos. If you can get some skills on them, you're golden - especially the Very Lucky Gits, who have G access.
0-6 Blood-Gnoblars: 6/2/3/6 | Dodge, Stunty, Diving Tackle | A | GSP | 40k
0-2 Gorespittles: 7/2/4/7 | Dodge, Stunty, Diving Tackle, Pass | AP | GS | 70k
0-6 Lucky Gits: 6/2/3/7 | Dodge, Stunty, Pro | AM | GSP | 60k
0-2 Very Lucky Gits: 6/2/3/9 | Dodge, Stunty, Pro, Thick Skull | GAM | SP | 90k
0-6 Gnoblar Bowlers: 6/2/3/6 | Dodge, Stunty, Grab | A | GSP | 40k
0-2 Bullies: 6/2/3/6 | Dodge, Stunty, Block, Grab | AS | GP | 80k
Apo: Yes
Reroll: 70k
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Troglodytes: When the Old World was at war, the Lizardmen used to use Troglodytes as shock troops; now that Blood Bowl is so prevalent, they fulfill the same role there, just on separate teams. This is because they have a unique and separate Blood Bowling style at odds with the traditional Lizardman game, and very definitely not because of the smell. Honest. Nevertheless, Troglodyte teams and players are comparatively rare, but those that do take the field are pretty powerful bash teams. Just make sure they don't derp out on you...
0-16 Forgotten Skinks: 7/1/3/6 | Dodge, Right Stuff, Stunty, Titchy, Fend | A | GSP | 40k
0-5 Troglodytes: 5/5/2/9 | Always Hungry, Really Stupid, Foul Appearance, Mighty Blow, Regeneration, Thick Skull, Throw Team-Mate | S | GAP | 150k
0-1 Interesting Troglodyte: 4/6/1/9 | Loner, Always Hungry, Blood Lust, Really Stupid, Disturbing Presence, Foul Appearance, Frenzy, Mighty Blow, Thick Skull, Throw Team Mate | S | GAPM | 190k
Apo: Yes
Reroll: 70k
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Ungors: Ungors are the second-class citizens of Beastman society, given nothing but scorn, disrespect, and the occasional kicking by the well-horned Gors. Everything they have, they've taken for themselves, and that manifests on the Blood Bowl field as well. They favour a smash-and-grab approach that involves dancing away from their opponents and letting their barely-tamed Razorgors do the dirty work. They're excellent at running the ball, but they're extremely fragile and easy to knock over. Except the giant spiky horrible pig thingies, obviously.
0-16 Ungors: 7/2/3/7 | Dodge | GA | 40k
0-4 Ungor Raiders: 9/2/3/7 | Dodge, Sure Feet | GA | 80k
0-2 Ungor Halfhorns: 8/3/3/7 | Block, Dauntless | GSM | 90k
0-2 Razorgors: 6/5/1/8 | Wild Animal, Break Tackle, Frenzy, Mighty Blow | SM | 140k
Apo: Yes
Reroll: 60k
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Cult Of Ursun: The wild taiga of the Gospodars has long been home to cults that worship Ursun, or Father Bear, and his priests have no small modicum of power. While an all-Grab roster is an unusual one, at least in the 2016 ruleset, it's a strong skill, and it makes the whole roster very good at controlling the field, especially with Tackle pieces to make sure dodging away is tricky. Your Bear Hunters are your engine room, but spread the TD love; Guard is amazing on a team like this, and you'll want as much as you can get as quickly as you can it.
0-16 Cultists of Ursun: 6/3/2/8 | Grab | G | ASP | 50k
0-4 Speakers: 6/3/3/8 | Grab, Tackle | GS | AP | 90k
0-2 Bear Tamers: 7/3/3/8 | Grab, Wrestle | GAS | P | 100k
0-2 Bear Hunters: 6/4/3/9 | Grab | GS | AP | 130k
Apo: Yes
Reroll: 50k