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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
---
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
---
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
---
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
---
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
---
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
---
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
---
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
---
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
---
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
---
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.
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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
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
---
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
---
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
---
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
---
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