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Azorothi Daemon Engines

When their 2505 proposal to enter into the Stunty Leeg a team made up exclusively of hobgoblin slaves was rejected because "hobgoblins just aren't stunty, no matter how stunted their brains may be", the stubborn Chaos Dwarves vowed to return in a few years with an offer the Leeg commissioner couldn't refuse.

Deep in the volcanic depths of Kal-Garak, these dark artificers laboured in secrecy.

Blue prints were drawn... steel was poured... slaves were gathered and sacrificed...

In the flickering light of their forge, the evil dwarves made pacts with daemons of fire and brass.

One by one, the daemon engines rose. Some were all metallic, powered by forces residing in the brass plates and steel blades. Some were clearly once fully living. Goblin arms and gnome legs powered through small furnaces or mini steam engines. Dark energy surrounded the whole team.

In 2508 the Kal-Garak Stompeders demanded entry into the Stunty Leeg and screams of joy and torment filled the Stunty Leeg Stadiums during their volcanic inaugural season.

0 - 16: Azor

4 2 3 8 dodge, stunty, thick skull, right stuff, thrall

Skill Access: S

0 - 4: Hewer

4 2 3 9 chainsaw (8+ penalty roll), stunty, right stuff, thick skull

Skill Access: S

0 - 2: Hell Hands

5 2 3 8 dodge, stunty, right stuff, thick skull, big hand, fend

Skill Access: GAS

0 - 1: Hell Cannon

3 5 3 10 mighty blow, bloodlust, loner, TTM, hail mary pass, always hungry

Skill Access: S

---

Bray Herd

Far north of Athel Loren lies a different wooded land with a different set of hosts.

For these foul beasts, cast offs from their tribes, life is brutish and short. This is especially true of the Bray, diminutive creatures smaller than a beastman in both stature and horn size.

This does not preclude them from being organized into a Bloodbowl squad. Now due to their isolation and lack of skill, very few of the 'Bray' ever amount to anything on the pitch. There have been stories of individual bray performing alongside full blooded Gors on the Bloodbowl pitch.

0 - 16: Brays

5 2 3 7 dodge, horns, stunty

Skill Access: SM

0 - 2: Raider Chiefs

5 2 3 7 dodge, horns, stunty, juggernaut

Skill Access: GSM

0 - 2: Centigors

5 3 1 8 bonehead, juggernaut, sprint, sure feet, break tackle

Skill Access: SM

0 - 1: Ghorgon

5 5 1 8 wild animal, mighty blow, horns, frenzy, disturbing presence, loner

Skill Access: SM

---

Chaos Halflings

0 - 16: Chaos Halfling

5 2 3 6 dodge, stunty, right stuff

Skill Access: M

0 - 2: Carver

5 2 3 6 chainsaw (penalty roll 8+), dodge, right stuff

Skill Access: M

0 - 2: Head Carver

5 2 3 7 dodge, right stuff, frenzy

Skill Access: GASM

0 - 2: Minotaur

5 5 2 8 thick skull, wild animal, loner, mighty blow, throw team mate, frenzy

Skill Access: SM

---

Crypt Haunters

0 - 16: Fleshlings

5 2 3 5 dodge, stunty, thrall

Skill Access: A

0 - 4: Crypt Ghouls

6 2 3 8 dodge, stunty, bloodlust, regenerate, right stuff

Skill Access: GAS

0 - 2: Crypt Horror

6 5 2 8 bloodlust, claws, regeneration, loner, throw team mate

Skill Access: S

---

Empire Academy

Life in the human Empire is characterized by the haves and the have nots. While nobles dance away the evenings in swashing clothes, street gangs of orphans scurry around looking for ways to survive. Dumpsters are ransacked and bakeries pilloried in a daily search for food.

Seeing the plight of the youth, a group of Bloodbowl owners, including the management of the famed 'Blood Sea Buccaneers' have taken it upon themselves to help alleviate this social problem.

Digging deep in their pockets, they funded academies to both keep them off the street and to teach them the sport of Bloodbowl. After all, you never know where the next Griff Oberwald will come from...

0 - 16: Line Youth

6 2 3 7 dodge, stunty, right stuff, fend

0 - 4: Brute

6 2 3 7 wrestle, dodge, stunty, right stuff

Skill Access: GAS

0 - 2: Handler

6 2 3 7 dodge, right stuff, dump off

Skill Access: AP

0 - 2: Ogre

5 5 2 9 thick skull, bonehead, loner, mighty blow, throw team mate

Skill Access: S

---

Eshin

The under empire of the Skaven is a vast union of 13 fiefdoms controlled by the shadowy 13 lords. Bloodbowl has always been popular as a bloody form of entertainment. Bets are placed.... bribes are paid.... players are taken out before critical matches.... skaven organized crime is very active in the rackets that profit off of Bloodbowl.

When it comes to skaven organized crime, it is the Eshin clan that dominates. The income is lucrative and the sport itself makes for a good training ground for their more junior members. It is on the pitch that Executioners learn to grasp the knife.... how Stalkers learn to parry blows and shadow their nemesis... and where Night Runners hone their skills before embarking on their path to becoming a true assassin of the clan.

0 - 16: Adepts

7 2 3 6 dodge, stunty

Skill Access: AM

0 - 2: Executioners

7 1 3 6 dodge, stunty, stab (9+ penalty roll)

Skill Access: AM

0 - 2: Stalkers

7 2 3 6 dodge, stunty, jump up, fend, shadowing

Skill Access: GAM

0 - 2: Night Runners

7 2 4 7 dodge

Skill Access: GASM

---

Forest Spirits

To play a proper game of Bloodbowl, one must find a flat piece of land with a minimum of rocks, temples, or graves. Sometimes, the best way to find a suitable piece of land, is to carve it from the land. Trees are chopped, grasses are trampled, rivers are diverted for irrigation... Bloodbowl is not a particularly 'green' industry.

Such construction practices eventually found their way to the edge of Athel Loren. Glades were disturbed... rocks were overturned... trees were cut down.

Some of the fields that were created from woodland turned against their occupiers in the middle matches. Trees would randomly sprout from the midfield. Players and coaches would find themselves paralyzed. Some even spoke of howling balls of light dancing throughout the stands. Roaming Bloodbowl squads recognized these open fields as trouble and would avoid playing on their surface.

Several shady Stunty Leeg promoters took notice of these nice pitches scattered throughout the wooded realm. As they say in the shadows, "if there's grass on the field......"

0 - 16: Glade Sprites

6 1 2 6 dodge, two heads, extra arms, stunty, right stuff, hypnotic gaze

Skill Access: A

0 - 4: River Sprites

7 1 3 6 dodge, right stuff, stunty, hypnotic gaze, strip ball

Skill Access: GA

0 - 2: Wisps

6 1 4 5 dodge, ball and chain, guard, disturbing presence, side step, fend, no hands, hypno gaze, sure feet

Skill Access: A

0 - 3: Treemen

2 6 1 10

stand firm, throw team-mate, mighty blow, thick skull, take root

Skill Access: S

---

Gnomes

0 - 16: Gnomes

4 2 3 8 dodge, stunty, right stuff, thick skull

Skill Access: S

0 - 4: Mad Bombas

4 2 3 7 bomb (8+ penalty roll), right stuff

Skill Access: SP

0 - 2: Speed Freaks

6 2 3 7

dodge, stunty, right stuff, thick skull

Skill Access: AP

0 - 2: Squig Slayers

5 2 2 8 block, frenzy, dauntless, thick skull, right stuff

Skill Access: GAS

0 - 2: Cannon

2 3 3 10 throw team-mate, hail mary pass, stand firm, always hungry, pass

---

Goblin Cheaters

0 - 16: Goblins

6 2 3 7 dodge, stunty, right stuff

Skill Access: A

0 - 2: Pogo Stick

6 2 3 7 dodge, right stuff, leap, sprint, very long legs

Skill Access: GA

0 - 2: Bomber

6 2 3 7 dodge, bomb (8+ penalty roll)

Skill Access: AP

0 - 2: Fanatic

4 6 3 7 ball and chain, no hands

Skill Access: S

0 - 2: Chainsaw

6 2 3 7 dodge, chainsaw (8+ penalty roll), right stuff

Skill Access: A

0 - 2: Kicker

6 2 3 7 dodge, stunty, dirty player, right stuff

Skill Access: A

---

Horrors of Tzeentch

0 - 16: Horror

4 2 3 7 dodge, stunty, right stuff, throw team mate, jump up, regeneration

Skill Access: AM

0 - 2: Greater Horror

5 2 3 7 dodge, right stuff, throw team mate, jump up, regeneration

Skill Access: GASM

0 - 2: Flamer

6 3 3 7 no hands, regeneration, safe throw, very long legs, leap, bombs

Skill Access: ASM

0 - 2: Firewyrm

4 5 4 8 no hands, regeneration, safe throw, wild animal, foul appearance, bombs, mighty blow, loner

Skill Access: ASM

---

Nurgle

0 - 16: Decaylings

4 2 2 7 dodge, stunty, decay, regeneration

Skill Access: M

0 - 2: Gribblers

5 2 2 7 dodge, stunty, extra arms, big hand, two heads, foul appearance, regeneration

Skill Access: GAM

0 - 2: Lesionaires

4 3 1 9 foul appearance, tentacles, disturbing presence, regeneration, bonehead

Skill Access: GSM

0 - 1: Beast of Nurgle

4 5 1 9 regeneration, really stupid, mighty blow, loner, tentacles, foul appearance, disturbing presence

Skill Access: SM

-TEAM SHOULD HAVE ACCESS TO RAISE THE DEAD. In a perfect world, they raise a 4 3 2 8 zombie for use in the game and then lose him after the game. Think of the zombie as a type of short lived demon for fluff.

---

Ogre Raiders

0 - 16: Gnoblars

Skill Access: A

6 1 3 7 dodge, right stuff, stunty

0 - 2: Bullet Gnoblars

4 1 3 9

Skill Access: A

dodge, right stuff, stunty, thick skull

0 - 2: Gnoblar Trappers

5 2 3 7 dodge, stunty, prehensile tail

Skill Access: GAS

  • NOTE, Ogre Raiding Teams travel in packs of 3. They may never have more than 3 Ogres in total*

0 - 3: Ogre Irongut

4 5 1 10 bonehead, mighty blow, thick skull, stand firm, throw team mate, always hungry

Skill Access: S

0 - 1: Ogre Maneater

5 5 2 9 bonehead, thick skull, mighty blow, throw team mate, always hungry

Skill Access: GS

0 - 3: Ogre Gorgor

5 5 1 8 frenzy, wild animal, claws, thick skull, throw team mate, always hungry

Skill Access: S

---

Pygmies

0 - 16: __Pygmy_

5 2 3 7 dodge, right stuff, leap, very long legs

Skill Access: A

0 - 2: Jungle Shaman

5 2 3 7 dodge, stunty, hypnotic gaze, throw team mate, disturbing presence

Skill Access: GAP

0 - 2: Head Hunters

5 2 3 7 dodge, right stuff, leap, very long legs, horns, claw

Skill Access: GAS

0 - 2: Kroxigor

6 5 1 9 bonehead, loner, mighty blow, prehensile tail, thick skull

Skill Access: S

---

Skyre

Whirl.... Hiss.... Thrack! The sounds of steam engines and clanking of brass orbs accompany the furry warlock engineers of the Skyre clan as they move their caravans across the lands looking for Bloodbowl opponents.

You see, the warlock engineers view Bloodbowl as a great means to finance their experiments. After all, steam turbines won't just magically attach themselves to a Rat Ogre's chest.

0 - 16: Slaves

6 1 3 6 dodge, stunty, guard

Skill Access: A

0 - 2: Warp Muskets

5 1 3 6

stunty, hail mary pass, strong arm

Skill Access: AP

0 - 1: Plague Mortar

2 1 3 6 bomb (8+ penalty roll), hail mary pass, stunty, loner

Skill Access: AP

0 - 1: __Poison Globiator

5 1 3 6 bomb (8+ penalty roll), stunty

0 - 2: Mecha Vermin

4 3 1 10 bonehead, stand firm, mighty blow

Skill Access: GSM

0 - 1: Doom Wheel

4 4 1 9 break tackle, dirty player, no hands, foul appearance, juggernaut (7+ penalty roll)

Skill Access: S

---

Squig Tribe

The Squig Tribe.... never did I meet a stranger group of savages.

It was deep in the heart of the Bad Moon mountains where long valleys and craggy cliffs create all the natural barriers needed to spawn various goblin tribes.

Well 300 years ago, a volcanic eruption triggered a massive landslide and blocked off the passes connecting the Krag valley to the outside world.

Stranded from the outside world, these goblins found themselves eventually getting outnumbered by the squigs that were endemic to the cave complexes dotting the valley sides.

The first 100 years saw the goblins hunt the squigs into near extinction as they had rapidly eaten most of the animals that called the valley home. Birds even learned to fly clear.

Seeing the collapse of the valley's food chain, a wise chieftain proposed domesticating the food source.

During this time, the goblins came to worship the cave squigs. They used every part of the kill, and the squigs grew extra fat on the fungus that the goblins were able to grow.

The Squig Tribe was born, but had long forgotten what lies beyond their valley.

And then one day, 300 years to the day of the original volcanic eruption occurred, a great fire filled the skies and the ground was torn asunder. The Bad Moon mountains were once again shaken to their core, but this time from a comet hailing from the sky.

The Squig Tribe looked upon the rest of the world for the first time in 5 generations. Everything was new.

New sources of food and drink.... new races.... new roads.

No one knows where they first saw Bloodbowl. Rumor has it that it was natural for a rag tag group of goblins obsessed with large leathery creatures with fangs sticking out of their face to find find Bloodbowl so fascinating. The ball does look like a smaller version of a cave squig....

0 - 16: Herder

6 2 3 7 dodge, stunty

Skill Access: A

0 - 2: Prodder

6 2 3 7 dodge, stunty, throw team mate

Skill Access: GA

0 - 4: Cave Squig

4 4 4 7 bone head, mighty blow, ball and chain (no penalty roll), right stuff

Skill Access: AS

0 - 2: Mangler Squig

4 7 1 9 bone head, loner, claws, mighty blow, ball and chain (7+ penalty roll)

Skill Access: S

---

Snotlings

0 - 16: Snotlings

5 1 3 5 dodge, stunty, right stuff, titchy, side step

Skill Access: A

0 - 2: Snotling Hero

5 1 3 5 dodge, stunty, right stuff, titchy, side step, pro

Skill Access: GA

0 - 2: Snotling Pump Wagon

3 6 1 9 ball and chain (8+ penalty roll), no hands, mighty blow, sprint, sure feet

0 - 3: Troll

4 5 1 9 regenerate, really stupid, throw team mate, mighty blow, always hungry

Skill Access: S

Last update: October 25, 2012