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Goblin Roster | |||||||||||
Positional | MA | ST | AG | AV | Skills | Normal | Double | Price | |||
![]() | 0-16 | Goblins | 6 | 2 | 3 | 7 | Right Stuff, Dodge, Stunty | A | GSP | 40k | |
| 0-1 | Doom Diver | 6 | 2 | 3 | 7 | Right Stuff, Stunty, Swoop | A | GPS | 60k | |
| 0-1 | 'Ooligan | 6 | 2 | 3 | 7 | Dodge, Disturbing Presence, Fan Favourite, Right Stuff, Stunty | A | GSP | 70k | |
![]() | 0-1 | Fanatic | 3 | 7 | 3 | 10 | Ball & Chain, No Hands, Secret Weapon (8+), Stunty | S | GAP | 70k | |
![]() | 0-1 | Pogoer | 7 | 2 | 3 | 7 | Dodge, Stunty, Very Long Legs, Leap | A | GSP | 70k | |
![]() | 0-1 | Looney | 6 | 2 | 3 | 7 | Chainsaw, Secret Weapon, Stunty | A | GSP | 40k | |
![]() | 0-1 | Bombardier | 6 | 2 | 3 | 7 | Bombardier, Dodge, Secret Weapon, Stunty | A | GSP | 40k | |
| 0-11 | Riotous Rookie | 5 | 2 | 2 | 6 | Loner, Dodge, Right Stuff, Stunty | - | - | 25k | |
| 0-2 | Trolls | 4 | 5 | 1 | 9 | Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate | S | GAP | 110k | |
Re-roll | 60k (120k after team creation) | ||||||||||
Apothecary | Yes | ||||||||||
Specialists (may hire up to one of those per team management phase) | |||||||||||
Specialist | MA | ST | AG | AV | Skills | Price | |||||
| Bribed Ref | 5 | 2 | 1 | 6 | Loner, Right Stuff, Stunty, No Hands, Peaked, Leeg Official (May not block or be blocked, must roll to keep his licence after a matchdays) | 90k | ||||
| Cheerleader Leader | 6 | 2 | 4 | 6 | Dodge, Right Stuff, Stunty, Peaked, Cheerleader, Hypnotic Gaze, No Hands, Cheerleader Leader (May attempt a voluntary roll for a a free team re-roll between matchdays, teams witha rostered Cheerleader never lose FF) | 70k | ||||
| Fan | 5 | 1 | 2 | 6 | Dodge, Right Stuff, Stunty, Peaked, Fan (Pays 1d6x10K for being fielded and surviving) | 90k | ||||
| Filcher | 6 | 2 | 3 | 7 | Dodge, Right Stuff, Stunty, Peaked, Filch (May attempt to filch cards between matchdays) | 70k | ||||
| Player-Coach | 6 | 2 | 3 | 7 | Dodge, Right Stuff, Stunty, Peaked, Coaching (May attempt to train rostered Goblins (Linemen, Rookies, 'Olligan and rostered Specialists between matchdays, removes rostered Rookies' Loner) | 70k | ||||
| Shaman | 6 | 2 | 3 | 7 | Right Stuff, Dodge, Stunty, Regeneration, Shaman (May attempt to re-roll a team mate's suffered non-lethal injury result after a match) | 70k | ||||
| Squig Tamer | 6 | 2 | 3 | 7 | Dodge, Right Stuff, Stunty, Peaked, Thrall, Tame (May re-roll rostered Squig movement rolls or even remove their Loner for one match) | 70k | ||||
| Necromancer | 6 | 2 | 3 | 7 | Dodge, Right Stuff, Stunty, Peaked, Desecrator (May attempt to raise undead between games) | 70k* |
"check the XXXL handbook for a detailed look at the specialists and their skills"
XXXL Skill Changes compared to regular Blood Bowl:
A 1d6 before Kickoff decides which gadget the player will be supplied for the upcoming match. The player gains additional skills but never loses Right Stuff or Stunty.
XXXL Sponsorship Musings: It is worth to apply for a sponsoring before the start of a regular season, so you can focus on the PR strategy in games that don't matter too much. If you get to play three games before the regular season and get the option to renew the contract, raising their payment up to 3d3 is always a useful choice.
If you plan to roster several players with upkeep, the option to have a sponsor pay one of those player's costs gives more planning security than a dice result. Unless you lose the player.
Save up gained Corruption cards in case you roll the PR demanding an activation of those cards.