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Group managers: Rocket3
This is my repository for weird, niche teams that will likely never get made. These are the guys too niche for even the Secret League to bother with! I'm making them as we speak. I love to make teams, and have made a ton of them elsewhere. So please feel free to join in and have fun! =]

Roster lists will be added to this page at a later date. This is because there's only so much admin I can do in one day before my brain explodes. =]

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Arden
The Forest of Arden is the forest in Bretonnia where the Lady of the Lake is said to reside. This probably has nothing to do with the Wood Elf goddess who definitely wasn't using Bretonnians as meat shields for the rest of the Asrai.
--
0-16 Squires: 6/3/4+/6+/9+ | Wrestle | G | AS | 50k
0-2 Grail Pilgrims: 7/3/4+/6+/9+ | Frenzy, Sprint | GS | A | 75k
0-2 Questing Knights: 7/3/3+/5+/10+ | Block, Dauntless | GS | A | 100k
0-2 Asrai Throwers: 7/3/2+/2+/8+ | Animosity (Humans), Pass | GAP | S | 90k
0-2 Asrai Wardancers: 8/3/2+/4+/8+ | Animosity (Humans), Block, Dodge, Leap | GAP | S | 125k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Elven Kingdoms League, Old World Classic

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Arnheim
Arnheim, and its attendant forest, is a High Elf colony that's right next to Naggaroth. Having a lot of Dark Elf teams to play against has affected the High Elf teams from the city somewhat. It mostly has to do with them not wanting to get stabbed.
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0-16 Line Elves: 5/3/2+/4+/9+ | Side Step | GA | S | 70k
0-2 Jammers: 6/3/2+/4+/9+ | Prehensile Tail, Side Step | GA | SP | 100k
0-2 Runners: 8/3/2+/4+/9+ | Nerves Of Steel, Side Step, Sure Feet | GA | SP | 110k
0-2 Blitzers: 7/3/2+/4+/9+ | Horns, Tackle | GA | SP | 115k
0-2 Blockers: 6/3/2+/4+/10+ | Block, Grab, Side Step | GA | SP | 125k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Elven Kingdoms League

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Beastmasters
Clar Karond is the Dark Elf city known best for providing vast gallimaufries of horrible beasties for the king's armies. Now it provides big horrible monsters for Dark Elf teams... buuuut since there aren't any Dark Elf coaches keen to have their best players eaten by krakens, they tend to make their own rosters these days.
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0-16 Line Fodder: 5/3/2+/4+/10+ | -- | GA | S | 70k
0-4 Beastmasters: 5/3/2+/4+/10+ | Iron Hard Skin, Wrestle | GA | SP | 90k
0-4 Cold Ones: 7/4/4+/--/9+ | Loner (4+), No Hands, Unchannelled Fury, Mighty Blow (+1), Prehensile Tail | S | GA | 95k
0-2 Harpies: 7/3/2+/4+/8+ | Claws, Leap, Right Stuff, Swoop, Very Long Legs | GA | SP | 115k
0-1 Kraken: 3/6/4+/3+/10+ | Loner (4+), Always Hungry, Animal Savagery, Extra Arms, Grab, Regeneration, Strong Arm, Throw Team-mate | SP | GAM | 180k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Elven Kingdoms League, Underworld Challenge

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Bhagar
Bhagar is one of the less prominent necropoli within the boundaries of Khemrikhara. It was on the border with what is now Araby, and the inhabitants were mostly nomads who had been convinced to settle down through the medium of pointy swords. They were swift warriors and natural riders, and those traits are still extant in the Bhagari teams.
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0-16 Skeleton Runners: 6/3/4+/6+/8+ | Regeneration | G | AS | 40k
0-4 Anointed Rushers: 7/3/4+/5+/8+ | Juggernaut, Regeneration, Strip Ball | GA | S | 95k
0-2 Anointed Ballhawks: 8/2/3+/4+/8+ | Big Hand, Dodge, Regeneration, Sure Hands | GA | SP | 85K
0-2 Khsar Guardians: 5/5/5+/6+/10+ | Juggernaut, Regeneration | GS | A | 135k
0-1 Mighty Chariot: 6/7/4+/--/9+ | Loner (3+), Secret Weapon, Break Tackle, Dirty Player (+1), Fumblerooskie, Juggernaut, Mighty Blow (+1), Monstrous Mouth, Multiple Block, Safe Pair of Hands | S | GA | 200k
0-8 Rerolls: 70k
Apothecary: No
Undead: Yes / Necromancer: No
Special Rules: Sylvanian Spotlight

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Boglar
The Boglar is a subvariety of Gnoblar that lives in a swamp. They're somehow more pathetic than the normal kind. Even so, they do have their useful attributes; Boglars can spawn in all kinds of water, especially the infamous Toad-Gnoblars, meaning that they're the only team that treats the half-time orange squash as a player recruitment strategy.
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0-16 Boglars: 6/2/3+/4+/7+ | Dodge, Regeneration, Stunty | A | GSP | 35k
0-4 Toad-Gnoblars: 7/2/3+/4+/9+ | Dodge, Regeneration, Stunty, Thick Skull | AM | GSP | 85k
0-2 Boglar Flingers: 6/2/3+/2+/7+ | Cannoneer, Dodge, Hail Mary Pass, Regeneration, Stunty | AP | GS | 60k
0-2 Sludgesuckers: 7/2/3+/3+/8+ | Dodge, Regeneration, Stab, Stunty, Wrestle | GA | SPM | 100k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Badlands Brawl, Halfling Thimble Cup

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Bretonnian Crusaders
Fighting in glorious crusades doesn't really happen much in the world of Blood Bowl, so those among Bretonnia's knightly ranks who still want to do stuff like that have to put together a touring team and go to Araby with them instead. These either die quickly or turn out strangely well; both outcomes probably have to do with wearing full plate armour in a desert.
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0-16 Lowborn Squires: 7/3/4+/4+/9+ | Fend | G | AS | 60k
0-4 Serjeants: 7/3/3+/3+/9+ | Big Hand, Nerves Of Steel, Pass | GAP | S | 95k
0-2 Knightly Blockers: 6/3/3+/5+/10+ | Block, Dauntless, Stand Firm | GS | A | 115k
0-2 Crusading Chargers: 8/3/3+/4+/10+ | Block, Juggernaut, Strip Ball | GAS | P | 135k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic

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Bretonnian Knights
In Bretonnia, Blood Bowl is the sport of kings. More pertinently, it is also the sport of nobles - the lowborn are not even permitted to practice with a ball, though for match days allowances are obviously made. Some knights, however, feel that even sharing a team with the peasantry is an affront to their dignity, and they put together talented but extremely expensive teams.
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0-16 Knights Errant: 7/3/3+/5+/9+ | Dauntless | GS | A | 70k
0-4 Knights Of The Realm: 7/3/3+/4+/9+ | Block, Dauntless | GS | AP | 95k
0-2 Pegasus Knights: 8/3/3+/4+/9+ | Catch, On the Ball, Pogo Stick, Very Long Legs | GA | PS | 120k
0-2 Grail Knights: 5/4/3+/4+/10+ | Defensive, Iron Hard Skin | GS | A | 130k
0-1 Seneschal: 7/3/3+/2+/10+ | Leader, Pass, Pro, Safe Pass | GSP | A | 130k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Old World Classic

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Bretonnian Peasants
Peasants are allowed to play Blood Bowl with a ball - they're just not allowed to practice with one. If you think this stops them, you might just be a Bretonnian nobleman. They have to hide their best players and pretend to be a bunch of flailing idiots to avoid being snatched up and used as line fodder by preening fops, but they make for compelling and potent ball-playing sides that are popular on tours - once the teams have been smuggled out of Bretonnia in a turnip cart.
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0-16 Linemen: 6/3/4+/4+/8+ | Fend, Thick Skull | GA | S | 40k
0-2 Forwards: 6/3/4+/4+/9+ | Fend, Jump Up, Wrestle | GAS | P | 80k
0-2 Blockers: 6/3/4+/4+/9+ | Arm Bar, Diving Tackle, Jump Up | GAS | P | 85k
0-2 Wingers: 7/3/4+/3+/8+ | Big Hand, Dodge, Fumblerooskie, Sure Hands | GAP | S | 90k
0-2 Runners: 8/3/4+/3+/8+ | On The Ball, Shadowing, Tackle | GAP | S | 90k
0-2 Blitzers: 7/3/4+/3+/9+ | Juggernaut, Strip Ball, Tackle | GAS | P | 95k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Old World Classic

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Caledor
Caledor is one of the wealthiest of the High Elf kingdom's provinces, and the Elves who live there some of the kingdom's most arrogant. They go for flashy plays and perfect, intricate strategies, and most of the time they're bailed out by the sheer natural talent for the game they have. Sometimes they get pounded into mulch by the Chaos All-Stars as well, but that's okay, the All-Stars do that to everyone. Literally. It's in their contract and everything.
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0-16 Line Princes: 6/3/2+/3+/8+ | Jump Up | GAP | S | 70k
0-4 Blocker Princes: 6/3/2+/3+/8+ | Diving Catch, Nerves of Steel, On the Ball, Very Long Legs | GAP | S | 105k
0-2 Thrower Princes: 6/3/2+/2+/8+ | Cannoneer, Cloud Burster, On the Ball, Safe Pass | GAP | S | 105k
0-2 Dragon Princes: 7/3/2+/3+/8+ | Block, Jump Up, Leap, Very Long Legs | GAP | S | 130k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Elven Kingdoms League

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Chaos Dwarf Daemonsmiths
Daemonsmiths are the wizards of the Dawi Zharr. Each one is a black-hearted, rampantly amoral ne'er-do-well who'd only give bread to a starving orphan if the bread was enchanted to make the orphan into a lifelong obedient slave. Naturally, such paragons of virtue find themselves just as attracted to Blood Bowl as everyone else, and they bring out their full array of guards, creations, and slaves.
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0-16 Goblin Slaves: 6/2/4+/6+/7+ | Dodge, Fend, Stunty | A | GSM | 30k
0-2 Daemonsmiths: 3/3/4+/6+/11+ | Block, Iron Hard Skin, Stand Firm | GSM | AP | 115k
0-2 Ironsworn Blockers: 4/3/4+/6+/11+ | Block, Defensive, Tackle | GSM | A | 125k
0-2 Bull Centaur Templars: 7/4/4+/--/10+ | Horns, Juggernaut, Sprint, Sure Feet | GS | AM | 155k
0-1 Forged Daemon: 5/5/4+/--/11+ | Loner (3+), Unchannelled Fury, Horns, Iron Hard Skin, Mighty Blow (+1), Stand Firm | S | G | 175k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Badlands Brawl, Worlds Edge Superleague

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Chaos Dwarf Infernal Guard
The Infernal Guard are the bodyguard of the sorceror-kings who rule over Chaos Dwarf society, and they enjoy Blood Bowl as a display of their own prowess and skills. For the Infernal Guard, failure is truly not an option, so they're outfitted with fast, angry daemons of Hashut called K'daai to really bring the hurt to their opponents.
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0-12 Infernal Guard: 3/3/4+/6+/11+ | Block, Thick Skull | GS | AM | 60k
0-4 K'daai: 6/4/4+/--/9+ | -- | AS | G | 95k
0-2 Fire Thrower: 4/3/4+/3+/9+ | Secret Weapon (10+), Block, Bombardier, Hail Mary Pass, Thick Skull | GP | ASM | 70k
0-1 Bull Centaur Taur'ruk | 6/5/4+/6+/10+ | Loner (3+), Unchannelled Fury, Break Tackle, Frenzy, Mighty Blow (+1), Sure Feet | S | AGM | 160k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Badlands Brawl, Worlds Edge Superleague

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Chaos Dwarf Slavers
When the Dawi Zharr take slaves, sometimes the slavers themselves will put on exhibition games of Blood Bowl to prove the worthiness of their stock. Goblins, Humans, Orcs, even Elves; none are safe from the predations of the Chaos Dwarves, and all are extremely valuable commodities. The slave traders take to the field with whip-wielding hobgoblins in tow, the better to command the team to victory... and if they lose, well, it's a team full of slaves. Big deal. Of course, the slaves don't actually have to like any of this, though outright rebellion would be met with terrible punishment.
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0-12 Enslaved Goblins: 5/2/3+/5+/7+ | Animosity (Slavers), Dodge, Fend, Stunty | A | GSPM | 30k
0-4 Enslaved Humans: 6/3/4+/6+/8+ | Animosity (Slavers), Dodge, Fend | G | ASPM | 55k
0-2 Enslaved Black Orcs: 4/4/5+/6+/9+ | Animosity (Slavers), Block, Fend | GS | APM | 80k
0-2 Enslaved Elves: 7/2/2+/3+/8+ | Animosity (Slavers), Fend, Pass | GAP | SM | 85k
0-4 Hobgoblin Enforcers: 6/3/3+/4+/9+ | Diving Tackle, Grab, Prehensile Tail | GS | APM | 95k
0-2 Chaos Dwarf Slavemasters: 5/3/3+/3+/10+ | Block, Grab, Tackle | GSM | AP | 110k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Badlands Brawl, Worlds Edge Superleague

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Chrace
Chrace is the more rough and ready part of the High Elf empire, which means the people there only have a moderately in-depth knowledge of courtly politics and generally haven't had their own shampoo commercials yet. It's also home to the Darkwood, a twisted forest full of Beastmen and touched by the Ruinous Powers. The elves who live there are palpably but indefinably different from the rest of High Elf society; of course, they're naturally gifted woodsmen and archers, but those people are somehow somehow other, somehow... changed.
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0-16 Line Elves: 6/3/2+/3+/8+ | Nerves Of Steel | GA | SP | 65k
0-4 Lion Hunters: 7/3/2+/3+/8+ | Nerves Of Steel, Wrestle | GAP | S | 100k
0-2 Darkwood Elves: 6/3/2+/2+/9+ | Disturbing Presence, Foul Appearance, Nerves Of Steel | GAP | SM | 95k
0-2 White Lions: 8/3/2+/3+/9+ | Block, Dauntless, Nerves Of Steel | GA | SP | 125k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Elven Kingdoms League

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Clan Skurvy
Plying the waterways beneath the Old World, the searats of Clan Skurvy aren't thought of as one of the Great Clans by broader Skaven society. This perhaps does them a disservice; they certainly produce vast amounts of slaves and brutal murderers. Perhaps it'd due to them being treacherous backstabbers even by the standards of Skaven, with only the most ferocious of the Clawcaptains keeping a crew in line, and only ever for so long...
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0-16 Slave Oarsrats: 7/2/3+/5+/7+ | Dodge, Stunty | A | GS | 30k
0-4 Clanrat Pirates: 7/3/3+/4+/8+ | Animosity (Clanrat Pirates; Stormvermin; Clawcaptains), Sneaky Git | G | ASM | 65k
0-2 Stormvermin: 8/3/3+/4+/9+ | Animosity (Stormvermin; Clawcaptains), Block | GS | APM | 105k
0-2 Clawcaptains: 7/3/2+/3+/10+ | Animosity (Clawcaptains), Dodge, Fend, Iron Hard Skin | GAM | SP | 125k
0-1 Ship's Gunner: 7/3/3+/2+/8+ | Secret Weapon (9+), Bombardier, Cannoneer, Thick Skull | GP | ASM | 85k
0-1 Rat Ogre: 6/5/4+/--/9+ | Loner (4+), Animal Savagery, Frenzy, Mighty Blow (+1), Prehensile Tail | S | GAM | 150k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Underworld Challenge, Bribery And Corruption

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Cult of Hashut
Hashut might be a Dwarf god, and exclusively a Chaos Dwarf god at that, but that doesn't mean the Dark Father is followed by Dawi alone. Humans, Goblins, and Bull Centaurs alike flock to his banner, though whether out of belief or desperation to not be worked to death in slave foundries is difficult to gauge.
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0-16 Goblin Slaves: 6/2/4+/6+/7+ | A | GM | 30k
0-4 Chaos Dwarf Cultists: 4/3/4+/6+/10+ | Block, Iron Hard Skin, Thick Skull | GS | AM | 75k
0-4 Human Cultists: 6/3/3+/4+/10+ | Block, Thick Skull | GS | AM | 95k
0-2 Chaos Dwarf Berserkers: 5/3/4+/6+/9+ | Block, Frenzy, Horns, Juggernaut | GS | AM | 125k
0-2 Bull Centaurs: 6/4/4+/6+/10+ | Sprint, Sure Feet, Thick Skull | GS | AM | 135k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Badlands Brawl, Old World Classic, Worlds Edge Superleague

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Cult of Ursun
Ursun is the bear god worshipped in Kislev, a god of harsh winters and harsher defiance. There's some debate as to whether or not Ursun counts as a real god, but since Immortal Empires doesn't really cover the Blood Bowl universe nobody can say for sure.
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0-16 Cultists of Ursun: 6/3/4+/6+/9+ | Grab | G | AS | 45k
0-4 Speakers: 6/3/3+/4+/9+ | Grab, Tackle | GS | AP | 85k
0-2 Bear Tamers: 7/3/3+/4+/9+ | Grab, Wrestle | GAS | P | 105k
0-2 Bear Hunters: 6/4/3+/5+/10+ | Brawler, Grab, Iron Hard Skin | GS | A | 135k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic

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Daemons of Zuvassin
Zuvassin is the Chaos God of destruction, of failure, of spoiling. Its Daemons follow a similar streak, with their beings and minds antithetical to allowing other teams to do what they want to do on the field of play. Hatred is not something they feel; instead, they feel satisfaction only in the thwarting of plans, whether the opposition's or their own.
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0-16 Zuuvgors: 6/2/4+/6+/9+ | Dodge, Foul Appearance, Horns | G | ASM | 35k
0-4 Disruptors: 7/3/3+/4+/8+ | Defensive, Disturbing Presence, On The Ball | GA | SP | 85k
0-2 Negators: 3/5/5+/6+/10+ | Loner (3+), Bone Head, Iron Hard Skin, Jump Up, Stand Firm, Tentacles | GS | A | 145k
0-2 Interdictors: 7/4/4+/4+/9+ | Loner (3+), Bone Head, Arm Bar, Diving Tackle, Prehensile Tail, Shadowing | GS | AP | 150k
0-1 Greater Daemon: 4/6/4+/--/10+ | Loner (4+), No Hands, Really Stupid, Claws, Horns, Juggernaut, Multiple Block | S | GA | 200k
0-8 Rerolls: 50k
Apothecary: No
Special Rules: Badlands Brawl

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Disciples of Alluminas
Alluminas is one of the three Gods of Law, with his pantheon concerning light. Specifically, his light is utterly unchanging and everlasting, and it turns everything it touches into an unmoving statue. His disciples, though they're few in number, try to evoke those principles on the field of Blood Bowl.
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0-16 Disciples: 4/3/3+/5+/9+ | Block | G | AS | 55k
0-4 Sacred Blockers: 3/4/3+/5+/10+ | Prehensile Tail, Stand Firm, Tentacles | GS | AM | 100k
0-2 Sanctioned Runners: 5/3/3+/3+/9+ | Dodge, Jump Up, Stand Firm | GS | APM | 90k
0-2 Sacred Throwers: 4/3/3+/2+/9+ | Big Hand, Cannoneer, Cloud Burster, Pass | GP | ASM | 100k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Old World Classic

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Disciples of Arianka
Arianka is another of the Gods of Law. Her purview is discipline, and no, that's not Slaanesh's. It surprised me as well. She's currently locked in a crystal coffin under Praag, and has had nothing to do while she's been stuck in there but watch the Blood Bowl on Cabalvision. Quite lucky she gets service, really.
--
0-16 Disciples: 5/3/3+/4+/8+ | Pro | GA | SP | 40k
0-4 Receivers: 7/2/3+/5+/8+ | Catch, Dodge, Sure Feet | GA | SP | 75k
0-2 Throwers: 5/3/3+/2+/9+ | Pass, Safe Pass, Sure Hands | GAP | S | 75k
0-2 Blockers: 4/4/4+/6+/9+ | Pro, Tackle | GS | AP | 100k
0-2 Exalted of Arianka: 6/3/3/+/3+/9+ | Block, Dodge, Horns, Pro | GAS | P | 125k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Old World Classic

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Disciples of Kri-Wiket
One of the previous "sporting gods" of the Blood Bowl world prior to its takeover by Nuffle, Kri-Wiket's followers are few and their rituals impenetrable. Most Blood Bowl fans only know them as the people who turn up and watch in dead silence, even when you hit them with a chainsaw. Takes all the fun out of it.
--
0-16 Disciples: 6/3/3+/3+/9+ | Safe Pair Of Hands | G | ASP | 55k
0-2 Batsmen: 7/3/3+/4+/10+ | Block, Sprint | GS | AP | 110k
0-2 Fielders: 7/3/2+/3+/8+ | Catch, Diving Catch, Leap, Safe Pair Of Hands | GA | SP | 110k
0-2 Bowlers: 6/3/2+/2+/9+ | Accurate, Dump-Off, Running Pass, Sure Hands | GAP | S | 125k
0-1 All-Rounder: 7/3/2+/3+/10+ | Block, Catch, Pass, Sure Feet | GASP | M | 145k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic
Unused/Uncoded Special Rules: This roster canot buy Cheerleaders, nor can it benefit from the Get The Ref, Cheering Fans, or Pitch Invasion Kick-Off Events.

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Disciples of Solkan
Solkan, God of Retribution, is the third of the Gods of Law and by far the most widely known in the Old World. His centre of worship is in the city of Remas but he has cults across the Old World, some of them even fairly open. They play a very blunt style of Blood Bowl, and team members are buoyed by the prospect of avenging previous indignities through hard-nosed ballplay and kicking someone's teeth in.
--
0-16 Disciples: 6/3/4+/6+/8+ | Frenzy | G | AS | 35k
0-4 Zealots: 7/3/4+/6+/8+ | Dauntless, Frenzy | GA | S | 65k
0-2 Estalian Diestros: 7/3/3+/5+/9+ | Block, Frenzy | GS | AP | 95k
0-2 Tilean Free Lances: 8/3/3+/5+/9+ | Dauntless, Frenzy, Horns | GA | SP | 105k
0-2 Knights Of Purity: 6/4/4+/6+/8+ | Dauntless, Frenzy, Multiple Block | GAS | P | 125k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic

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Ellyrion
Ellyrion is home to the Silver Helms and Ellyrian Reavers in the World-that-was; the finest and most flamboyant cavaliers in all of mounted combat. In the Blood Bowl world, it's home to High Elves that are so utterly obsessed with their own bodies that they don't really care about training anything else. Coaches have to teach them literally everything, but once they do, they're a force to be reckoned with.
--
0-16 Line Elves: 7/3/2+/3+/8+ | -- | GA | SP | 70k
0-4 Silver Helms: 8/3/2+/3+/9+ | -- | GA | SP | 110k
0-2 Reavers: 9/3/2+/2+/10+ | -- | GAP | S | 140k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Elven Kingdoms League

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Grail Pilgrims
Those who worship the Lady of the Lake seek the Holy Grail, the pure cup held by the pure maiden, to drink from which brings unbelievable vigour and strength with which to defend the land from evil. Evil, in this context, is other Blood Bowl teams. Teams of Grail Pilgrims wander around Bretonnia, hoping to earn the Lady's favour through sporting triumph - as well as nab any votive artifacts of gallant players who died on the field.
--
0-16 Wanderers: 6/3/4+/6+/9+ | Fend | G | AS | 45k
0-4 Grail Pilgrims: 7/3/4+/5+/9+ | Dodge, Fend | GA | S | 85k
0-2 Reliquary Carriers: 4/4/5+/6+/9+ | Fend, Side Step, Stand Firm | GS | A | 95k
0-2 Grail Zealots: 7/3/4+/6+/9+ | Block, Fend, Frenzy | GA | S | 100k
0-2 Relic Scavengers: 8/3/3+/3+/8+ | Big Hand, Dodge, Fend | GAP | S | 110k
0-1 Grail Reliquae: 4/7/4+/--/8+ | No Hands, Secret Weapon (8+), Ball & Chain, Mighty Blow (+1), Sure Feet
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Old World Classic

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Grey Seer
The Grey Seers of the Skaven are the most blessed of the Horned Rat. They have prodigious horns, powerful visions, and sharp minds. They also have sharp daggers, which they have not the slightest problem with introducing to someone's back if it would bring them even a modicum of power. Still, they are fast, powerful, and guarded by the most heavyset horned Stormvermin that the clans can dredge up, for to court the favour of the Grey Seers is lucrative indeed...
--
0-16 Apprentices: 7/3/3+/5+/8+ | Dodge | GA | SM | 70k
0-4 Albino Stormvermin: 7/3/3+/5+/10+ | Block, Horns | GSM | A | 115k
0-4 Grey Seers: 8/3/3+/3+/8+ | Dodge, Horns, Stab | GAM | SP | 115k
0-1 Screaming Bell: 4/7/5+/--/11+ | Loner, No Hands, Secret Weapon (3+), Dirty Player (+1), Disturbing Presence, Foul Appearance, Juggernaut, Mighty Blow (+1) | S | G | 170k
0-1 Verminlord: 6/6/3+/5+/9+ | Loner (4+), Animal Savagery, Decay, Secret Weapon (3+), Break Tackle, Claws, Frenzy, Horns, Multiple Block, Prehensile Tail | S | GA | 200k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Underworld Challenge

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Half-Dwarf
Since Humans can interbreed with Elves and Orcs, it wasn't too long before experiments started happening with wandering Dwarf traders and Human women who were really into beard hair. And then their kids started playing Blood Bowl. As one does. They're nowhere near as tough as Dwarven teams, but they're a lot faster, and carry some Human ballplaying prowess into their teams.
--
0-16 Linemen: 5/3/3+/4+/9+ | Block | G | AS | 55k
0-4 Blockers: 5/3/4+/6+/10+ | Block, Defensive, Stand Firm | GS | A | 95k
0-2 Throwers: 5/3/3+/3+/9+ | Diving Catch, On The Ball, Pass | GP | AS | 100k
0-2 Blitzers: 6/3/3+/4+/10+ | Block, Tackle | GS | A | 100k
0-2 Catchers: 7/2/3+/3+/10+ | Catch, Iron Hard Skin, Sure Hands | GAP | S | 105k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic, Worlds Edge Superleague

///

Hill Dwarf
More open to trade and more embedded in non-Dwarven communities than Dwarves from mountainous areas, these communities play their Blood Bowl in a much more cosmopolitan manner. That said, they still retain the traditionally abject Dwarf passing game; aspiring coaches have instead perfected a faster game, utilizing much larger players than most Dwarf teams are able to muster to bully their opposition a bit more.
--
0-16 Linedwarves: 5/3/4+/6+/9+ | Thick Skull, Wrestle | G | AS | 45k
0-4 Revered Blitzers: 5/3/3+/5+/9+ | Block, Catch, Juggernaut | GS | A | 95k
0-2 Field Runners: 6/3/3+/4+/9+ | Sure Feet, Sure Hands, Thick Skull | GA | SP | 95k
0-2 Totem Guardians: 4/4/5+/6+/10+ | Grab, Stand Firm, Thick Skull | GS | A | 110k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic, Worlds Edge Superleague

///

Hill Goblin
Hill Goblins are found on the edges of the Badlands, in - and this may come as a surprise to any Troglodytes reading - a country of barren hills. They're the biggest of all the Goblin subvarieties, and they use their size to bully anyone smaller than they are. Their comparative size and intransigence may be explained by the general absence of Orcs from their homeland. Nevertheless, they are able to play Blood Bowl and face off against a variety of other teams, mostly as an excuse to try and punch something that won't run away.
--
0-16 Line Goblins: 6/3/3+/5+/8+ | Dodge, Stunty | A | GS | 55k
0-4 Great Goblins: 6/3/3+/4+/8+ | Dodge, Stunty, Thick Skull, Wrestle | GA | S | 85k
0-2 Fire Kobolds: 6/2/3+/4+/8+ | Dodge, Projectile Vomit, Right Stuff, Stunty | AM | GS | 90k
0-2 Mercenary Blitzers: 7/3/2+/4+/8+ | Brawler, Dauntless, Dodge, Stunty | GA | SM | 100k
0-1 Hill Troll: 4/5/4+/5+/10+ | Always Hungry, Break Tackle, Loner (4+), Mighty Blow (+1), Projectile Vomit, Really Stupid, Regeneration, Throw Team-mate | S | AGPM
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Badlands Brawl

///

Hobgoblin Khanate
Out on the wild steppes the Hobgoblin Khanates call home, the traditional game was a variant of polo played on wolfback with the ball replaced by the head of someone they didn't like. Nufflitic curses soon put a stop to that, but that style of play features heavily in the way they play Blood Bowl, with a lot of short-range passing and barreling through the opponent. The trick, according to many coaches in the area, is getting one's players to pretend that the wolf is still there...
--
0-16 Linemen: 6/3/3+/4+/8+ | Juggernaut | G | AS | 45k
0-2 Chargers: 7/3/3+/5+/8+ | Frenzy, Juggernaut | GS | A | 70k
0-2 Outrunners: 8/2/2+/3+/8+ | Catch, Dump-Off, Nerves of Steel | GAP | S | 85k
0-2 Throwers: 7/2/3+/2+/8+ | Accurate, On The Ball, Pass, Running Pass | GAP | S | 90k
0-2 Keshigs: 7/3/3+/4+/9+ | Frenzy, Juggernaut, Sure Hands, Tackle | GAS | P | 125k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Badlands Brawl

///

Iron Orc
The Iron Orcs are rumoured to be from Bretonnia's high mountain passes: hulking greenskins the size of Black Orcs but without their sluggishness. The rumours, it turns out, were true, and these huge Orcs play Blood Bowl just as much as anyone else. Unsurprisingly, they favour a very physical game, using their strength and bulk to shrug off even the nastiest tackles from gallant Bretonnian players. Their services are much in demand around the Old World, though, and whole teams of them are thus comparatively rare - but when they do take the field, watch out.
--
0-16 Linemen: 5/3/3+/5+/10+ | Iron Hard Skin | G | AS | 60k
0-4 Iron Orc Runners: 6/3/3+/4+/10+ | Iron Hard Skin, Sure Feet | GA | S | 95k
0-2 Iron Orc Blitzers: 5/4/3+/4+/10+ | Break Tackle, Iron Hard Skin, Thick Skull | GS | A | 105k
0-2 Iron Orc Blockers: 4/4/4+/6+/10+ | Defensive, Iron Hard Skin, Thick Skull | GS | A | 115k
0-1 Iron Troll: 3/5/5+/5+/11+ | Loner (4+), Really Stupid, Iron Hard Skin, Mighty Blow (+1), Projectile Vomit | S | GM | 125k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Badlands Brawl

///

Jade-Blooded
Everyone knows the five varieties of vampire: Generic, Sexy, Skellington, Cannibal, and Ultraviolent Psychos. Fewer have heard of a sixth: the Jade-Blooded, Cathayan vampires who hide away in forbidden palaces and ply their dark deeds almost exclusively through either the living or their ghouls, which are rather less deranged than the kind common to the Old World. They don't often play Blood Bowl themselves - reserving their presence as a treat for die-hard fans - but their teams are very well put-together.
--
0-16 Linemen: 6/3/4+/6+/9+ | -- | G | AS | 40k
0-4 Ghoul Cabalists: 7/3/3+/3+/9+ | Dodge, Pass | GAP | S | 90k
0-2 Jade Assassins: 8/2/2+/4+/8+ | Dodge, Shadowing, Stab | GA | SP | 105k
0-2 Jade Guardians: 3/5/5+/6+/11+ | Stand Firm, Thick Skull | GS | APM | 125k
0-1 Jade-Blooded: 4/4/2+/2+/8+ | Block, Decay, Dodge, Foul Appearance, Hypnotic Gaze, Leader | GAPM | S | 155k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Sylvanian Spotlight

///

Khemri Tomb Guard
The Tomb Guard are elite soldiers who were entombed with the ancient kings of Nehekhara to forever stand guard over their lords in the afterlife. It turns out the afterlife contains a lot less flesh than they were expecting, but it does also contain more Blood Bowl, so that's a plus. They're an exceptionally disciplined and well-trained roster, though they lack the raw strength common to other teams from Khemrikhara.
--
0-16 Skeleton Guards: 5/3/4+/6+/8+ | Regeneration, Wrestle | G | AS | 50k
0-4 Tomb Guards: 6/3/4+/6+/9+ | Block, Regeneration, Wrestle | GS | A | 100k
0-2 Guardian Block-Ras: 6/3/4+/4+/10+ | Block, Pro, Regeneration | GS | AP | 110k
0-2 Guardian Blitz-Ras | 7/3/4+/4+/9+ | Pro, Regeneration, Tackle | GA | SP | 110k
0-1 Great Guardian | 4/5/4+/6+/10+ | Pro, Regeneration | GS | A | 150k
0-8 Rerolls: 50k
Apothecary: No
Undead: Yes
Necromancer: No
Special Rules: Sylvanian Spotlight

///

Khypris
Khypris is one of the most prominent and largest nations in the Border Princes, and this has affected the style of Blood Bowl they play. They favour a powerful style of fast-moving aggressive defence that utilises the strengths of the Khypris Border Guards, specifically that of running across rough terrain very quickly to help each other out.
--
0-16 Peasants: 6/3/4+/6+/9+ | Thick Skull | G | AS | 40k
0-4 Defenders: 7/3/4+/4+/9+ | Brawler, Grab, Thick Skull | GS | A | 80k
0-2 Border Runners: 8/3/3+/3+/9+ | Jump Up, Pogo Stick, Side Step, Very Long Legs | GA | SP | 100k
0-2 Border Guards: 7/3/3+/4+/10+ | Hit And Run, Juggernaut, Tackle | GAS | P | 110k
0-1 Ogre Charger: 6/5/4+/6+/9+ | Loner (4+), Really Stupid, Break Tackle, Mighty Blow (+1) | S | GA | 140k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Old World Classic, Badlands Brawl

///

Kislev Ice Witches
The Ice Witches of Kislev aren't just magic users, they're spiritualists and believers in ancient faiths who stood against the encroachment of Chaos since the time before time. Logically, they enjoy Blood Bowl just as much as anyone else, but they play a very slow and very durable game... right up until they stab you with icicles.
--
0-16 Ice Maidens: 5/3/4+/6+/10+ | Thick Skull | G | AS | 45k
0-4 Ice Guard: 5/3/4+/6+/10+ | Iron Hard Skin, Stand Firm, Thick Skull | GS | A | 95k
0-2 Ice Witches: 5/3/3+/4+/10+ | Defensive, Stab, Thick Skull | GA | SP | 90k
0-2 Ice Queens: 4/4/3+/4+/10+ | Break Tackle, Sure Feet, Thick Skull | GS | AP | 125k
0-1 Ice Golem: 3/6/5+/--/11+ | Loner (4+), Really Stupid, Claws, Iron Hard Skin, Multiple Block, Thick Skull | S | G | 165k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Old World Classic

///

Luccini
The Ancient Principality of Luccini is one of the oldest cities in Tilea, and one of the most prominent. Like a lot of cities in Tilea, it plays Blood Bowl with teams scraped together from mercenary players from across the Old World - but never exclusively with them. The indigenous (for lack of a better term) Luccinian style of play imitates the action of the leopard, with fast sprints and raw speed covering for deficiencies in raw strength.
--
0-16 Linemen: 7/3/3+/5+/8+ | Sprint | GA | S | 65k
0-2 Catennacieri: 7/3/3+/4+/9+ | Dodge, Stand Firm | GS | A | 85k
0-2 Trequartistieri: 7/3/3+/2+/8+ | Accurate, On The Ball, Pass, Sprint | GAP | S | 90k
0-2 Mezzali: 8/2/3+/3+/8+ | Diving Catch, Sprint, Sure Feet | GA | SP | 100k
0-2 Gattopardieri: 7/3/3+/3+/9+ | Block, Dodge, Sprint | GAS | P | 125k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic

///

Lumbrian Nations
The Human colonies of Lumbria have developed their own methods of playing Blood Bowl, but in a strange quirk of fate they have become a strange mirror of the "Four Nations" of the Isle of Albion. They work the ball in a very similar way, but they have a much more physical style - as well as having the infamous gargantuan men at their disposal known only as "All Blacks"...
--
0-16 Tero Linemen: 6/3/3+/3+/9+ | Dump-Off, Nerves Of Steel | GP | AS
0-2 Puma Blitzers: 6/3/3+/3+/9+ | Dump-Off, Frenzy, Juggernaut, Nerves Of Steel | GAP | S | 95k
0-2 Bokke Throwers: 6/3/3+/2+/9+ | Accurate, Dump-off, Nerves Of Steel, Pass | GSP | A | 100k
0-2 Wallaby Runners: 7/3/3+/3+/9+ | Dodge, Dump-Off. Nerves Of Steel | GAP | S | 100k
0-2 All Blacks: 6/4/3+/3+/9+ | Dump-Off, Nerves Of Steel, Pro | GASP | -- | 130k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic

///

Marienburg
Marienburg is an unbelievably wealthy trading republic nestled in the estuary of the River Reik and reclaimed from the surrounding swamplands. Its power as a city-state means it favours expensive, flashy teams made up in the same mercenarial style as Tilea's leagues. However, the Marienburgers themselves put together teams formed of the burliest, grizzliest, and nastiest mix of deckhands money can buy - and in Marienburg, money can buy you basically anything.
--
0-16 Linemen: 7/3/4+/4+/8+ | Shadowing | G | AS | 50k
0-4 Militiamen: 7/3/4+/4+/8+ | Dirty Player (+1), Shadowing | G | AS | 70k
0-2 Watchmen: 5/4/5+/6+/9+ | Grab, Tackle | GS | A | 95k
0-2 Marines: 5/4/3+/4+/8+ | Frenzy, Horns, Sure Feet | GS | AP | 120k
0-2 Fog Walkers: 8/3/3+/3+/10+ | Dodge, Shadowing, Tackle | GAP | S | 125k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Old World Classic, Bribery And Corruption

///

Menfish
The Menfish are a curious race of beings, scaled horrors from the dawn of time that - no, not them, that's Lizardmen you're thinking of. These are the other scaled horrors from the dawn of time. Since raiding villages to hurl javelins at nightwatchmen and drag off citizens into the marsh for foul and inscrutable purposes just kind of bums everybody out these days, the Menfish too play Blood Bowl - and they're weirdly good at it. I'm sure their former raiding plays no part in that.
--
0-16 Linemenfish: 4/3/2+/4+/9+ | Iron Hard Skin, Monstrous Mouth | GM | AS | 60k
0-4 Manfish Raiders: 5/3/2+/3+/10+ | Fend, Iron Hard Skin, Monstrous Mouth, Side Step | GAM | SP | 115k
0-2 Manfish Throwers: 4/3/2+/2+/9+ | Iron Hard Skin, Monstrous Mouth, Pass, Safe Pass | GPM | AS | 100k
0-2 Ferocious Menfish: 5/3/2+/4+/9+ | Claws, Frenzy, Iron Hard Skin, Monstrous Mouth | GSM | AP | 125k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Old World Classic, Lustrian Superleague

///

Mortuary Cult
The Mortuary Cult is, or rather was, the state religion of Nehekhara when it was inhabited exclusively by the living. Obsessed with death, these priests developed means of extending life to unbelievable lengths, and eventually made themselves completely immortal. Unfortunately, eternal life and eternal youth aren't quite the same thing, but they're still really tough to get off a Blood Bowl pitch. Not since we banned fire, anyway.
--
0-16 Acolytes: 5/3/4+/6+/10+ | Regeneration | G | AS | 50k
0-6 Liche Priests: 6/3/3+/3+/9+ | Hypnotic Gaze, Regeneration | GAP | S | 95k
0-4 Casket Guardians: 4/4/5+/6+/10+ | Block, Iron Hard Skin, Regeneration | GS | A | 120k
0-1 Casket Of Souls: 2/3/5+/2+/7+ | Loner (3+), No Hands, Really Stupid, Take Root, Accurate, Bombardier, Cannoneer, Pass | S | GP | 110k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic, Sylvanian Spotlight

///

Nagashizzar
Nagashizzar, hated city of Nagash, a hellish laboratory of dark magics atop a warpstone mine tunneled by bony hands. It is in here that Nagash gives true meaning to the term "Necromantic Horror", creating the perfect skeleton armies from the dead of his mines. Then everyone started playing Blood Bowl instead of wanting to destroy the world, so now his minions do that instead. I wonder if they've just got a good union or something...
--
0-16 Skeletons: 5/3/4+/6+/8+ | Regeneration, Thick Skull | G | ASM | 40k
0-4 Bonerats: 7/3/4+/6+/8+ | Prehensile Tail, Regeneration, Thick Skull | GA | SM | 85k
0-4 Bone Golems: 4/4/5+/6+/9+ | Defensive, Regeneration, Stand Firm, Thick Skull | GS | AM | 105k
0-1 Bone Horror: 5/5/5+/--/10+ | Loner (4+), Unchannelled Fury, Claws, Grab, Regeneration, Side Step, Tentacles | SM | GA | 170k
0-8 Rerolls: 60k
Apothecary: No
Undead: Yes / Necromancer: Yes / Raised Position: Skeletons
Special Rules: Sylvanian Spotlight, Underworld Challenge

///

Naqqara
A comparatively minor Tomb Kings city from a miserable scratching of land between mountains and marshes, Naqqara is still home to its own style of Blood Bowl. Trudging through marshes or over rocky scree has given the Naqqaran skeletons the skills necessary for a very hardnosed style of Blood Bowl, with a focus on dedicated runners as opposed to catchers.
--
0-16 Skeletons: 5/3/4+/6+/8+ | Regeneration, Thick Skull | G | AS | 40k
0-4 Anointed Blockers: 5/3/4+/6+/10+ | Regeneration, Stand Firm, Thick Skull | GA | S | 85k
0-2 Anointed Blitzers: 6/3/4+/6+/9+ | Block, Regeneration, Thick Skull | GS | A | 90k
0-2 Anointed Runners: 6/3/4+/6+/10+ | Fend, Regeneration, Sure Hands, Thick Skull | GA | S | 95k
0-2 Tomb Guardians: 4/5/5+/--/10+ | Iron Hard Skin, Regeneration, Thick Skull | GS | A | 130k
0-8 Rerolls: 60k
Apothecary: No
Undead: Yes / Necromancer: No
Special Rules: Sylvanian Spotlight

///

Necoho
Necoho is the Chaos God of atheism, and if you think that's weird then you don't know Chaos very well. Since no days are holy to Necoho, his adherents train every day, sculpting their bodies and skills into the perfect Blood Bowl teams. Once they're done training, they are... well, they're not seeking glory for Necoho, but they simply wish to show off their power. Some of which might be from their God of choice. Who knows?
--
0-16 Cultists: 6/3/3+/4+/10+ | -- | GM | AS | 60k
0-4 Cult Catchers: 8/3/3+/3+/9+ | Catch, Pass | GAPM | S | 110k
0-2 Necogors: 7/3/3+/4+/10+ | Horns, Thick Skull | GSM | AP | 105k
0-2 Warriors of Necoho: 3/5/3+/3+/10+ | Sure Feet | GSPM | A | 155k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Old World Classic, Favoured Of...

///

Nehekhara
This is a team not of skeletons, but of Humans, for the living still live in Nehekhara and they play Blood Bowl just as much as anyone else. They are exceptionally hardy runners with a game plan built around unexpected bursts of speed, and they have had such traditions for thousands of years. Somehow. Blame Nuffle, Chaos Gods always make time a bit bendy.
--
0-16 Linemen: 6/3/3+/5+/8+ | Sure Feet | G | AS | 45k
0-4 Djaf Runners: 7/3/3+/4+/8+ | Sprint, Sure Feet | GA | SP | 95k
0-2 Asaph Throwers: 6/3/3+/3+/8+ | On the Ball, Pass, Running Pass, Sure Feet | GP | AS | 80k
0-2 Usirian Blockers: 6/3/3+/4+/8+ | Arm Bar, Diving Tackle, Jump Up, Sure Feet | GS | AP | 95k
0-2 Ptra Blitzers: 7/3/3+/4+/8+ | Dauntless, Sure Feet, Tackle | GAS | P | 100k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Old World Classic, Sylvanian Spotlight

///

Remas
Remas is another extremely old and important (not to mention self-important) Tilean city-state. The old Reman Empire was a great power in the early days of Human inhabitation of the Old World, and Remas is still a very prosperous city. Now, however, its teams are marked by faith just as much as gold, as the city's ranks are swelled with bashy Blood Bowl blockers beating a path to the bastion of bash that is... the temple of the god Myrmidia. And also sometimes Solkan! Yeah, he's popular in Remas too. Nobody's quite sure why.
--
0-16 Linemen: 6/3/3+/5+/8+ | -- | G | AS | 40k
0-4 Pilgrim-Soldiers: 6/3/3+/5+/9+ | Block, Thick Skull | GS | A | 80k
0-2 Myrmidian Knights: 7/3/3+/5+/8+ | Jump Up, Wrestle | GA | S | 100k
0-2 Solkanite Avengers: 5/4/4+/6+/10+ | Dauntless, Multiple Block | GS | A | 110k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Old World Classic

///

Saurus
Sauruses aren't given to playing Blood Bowl in the game sense; they vastly prefer to treat it as an excuse for brutal ultraviolence, which makes them an obvious favourite among the neutrals. They let the younger, more recently spawned of their kind work the ball for the most part; instead, the Saurus muscle through the opposition with nothing more than brute force and ignorance. The exception is among the Scar-Veterans, whose ancient cunning has also allowed them to do things like... score a touchdown. Radical tactics. I doubt it'll catch on.
--
0-16 Youngbloods: 6/3/4+/6+/10+ | Thick Skull | GS | A | 65k
0-4 Blockers: 6/4/5+/6+/10+ | Thick Skull | GS | A | 95k
0-2 Temple Guards: 6/4/5+/6+/11+ | Iron Hard Skin, Thick Skull | GS | A | 115k
0-2 Scar-Veterans: 6/4/4+/6+/11+ | Horns, Thick Skull | GS | AP | 140k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Lustrian Superleague

///

Scythans
The Scythans are a formerly-nomadic people of Araby who now make up the human population of the Tomb King necropolis of Numas. This is because of Prince Tutankhanut, whose golden body is seen by the Scythans as an earthly manifestation of their god. While they often play Blood Bowl as part of Numas' teams, they also have a style of their own that focuses on a strong air attack.
--
0-16 Linemen: 6/3/3+/4+/8+ | On The Ball | G | AS | 45k
0-4 Nomads: 8/3/3+/3+/8+ | Diving Catch, Sure Hands | GA | SP | 95k
0-2 Princely Scouts: 7/3/3+/3+/8+ | Dodge, Nerves Of Steel, Pass, Running Pass | GAP | S | 90k
0-2 Princely Blitzers: 7/3/3+/3+/9+ | Block, Dauntless, Defensive | GAS | P | 105k
0-1 Necropolis Guardian: 5/5/4+/6+/10+ | Decay, Really Stupid, Break Tackle, Mighty Blow (+1), Multiple Block | S | GA | 155k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic, Sylvanian Spotlight

///

Staffers
Most Blood Bowl teams are staffed by people who know the game well and love it to (someone else's) death, but for some reason don't play themselves. No more! There are plenty of teams that combine the staff of a given Blood Bowl tournament into talented teams in their own right - though the game is rough on the elderly bodies of their most prominent players...
--
0-16 Assistant Coaches: 6/3/3+/5+/8+ | -- | G | AS | 40k
0-4 Old Veterans: 6/3/4+/4+/9+ | Decay, Block, Dodge | GM | ASP | 90k
0-2 Cheerleaders: 8/3/2+/2+/8+ | Catch, Leap, Pick-Me-Up, Very Long Legs | GASP | M | 125k
0-1 Offensive Co-Ordinator: 6/3/2+/2+/8+ | Animosity (Defensive Co-Ordinator), Kick, On the Ball, Pass, Safe Pass | GAP | S | 115k
0-1 Defensive Co-Ordinator: 4/3/3+/4+/10+ | Animosity (Defensive Co-Ordinator), Block, Fend, Side Step, Stand Firm | GS | AP | 115k
0-1 Old Club Legend: 6/4/4+/4+/9+ | Loner (2+), Decay, Brawler, Leader, Pro, Pump Up the Crowd | GSM | AP | 125k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Old World Classic, Elven Kingdoms League, Worlds Edge Superleague

///

Strange Gnoblars
Gnoblars are weird little guys. This much is known. However, they contain multiple subvarieties of Weird Little Guy, and those Gnoblars play Blood Bowl just as much as everyone else in the Demiplane of Nuffle. They play similarly to the more conventional Gnoblar teams, but with their three clades of funny little weirdo performing very specific roles throughout. At least, that's the idea.
--
0-6 Blood-Gnoblars: 6/2/3+/4+/7+ | Arm Bar, Diving Tackle, Dodge, Stunty | A | GSP | 40k
0-2 Gorespittles: 8/2/2+/4+/7+ | Arm Bar, Diving Tackle, Dodge, Shadowing, Stunty | GA | SP | 90k
0-6 Lucky Gits: 6/2/3+/3+/7+ | Dodge, Pro, Stunty, Thick Skull | A | GSPM | 40k
0-2 Very Lucky Gits: 6/2/3+/3+/10+ | Dodge, Iron Hard Skin, Pro, Stunty | AM | GSP | 95K
0-6 Gnoblar Bowl Veterans: 6/2/3+/5+/7+ | Dodge, Grab, Stunty | A | GSP | 40k
0-2 Bullies: 6/2/3+/5+/8+ | Block, Dodge, Grab, Stunty | AS | GP | 95k
0-8 Rerolls: 50k
Apothecary: Yes
Special Rules: Badlands Brawl

///

Strigany
Rumours abound in the Old World of the Strigany, wandering peoples who cling to the memories of an ancient empire that worshipped vampires as gods. Unfortunately for them, such days are long gone, and they are rendered outcasts wherever they go. Despite this, the Strigany enjoy a game of Blood Bowl as much as the next man, and they're able to hang with the best of them - assuming they're given a chance to play by the locals before getting run out of town.
--
0-16 Linemen: 6/3/3+/5+/8+ | Fend | G | AS | 50k
0-16 Skeletons: 5/3/4+/6+/8+ | Regeneration, Thick Skull | G | AS | 50k
0-4 Boatmen: 7/3/3+/5+/9+ | Brawler, Strip Ball | GA | S | 95k
0-2 Dancers: 7/3/3+/2+/8+ | Dodge, Pass, Side Step | GAP | S | 105k
0-2 Bravos: 6/4/3+/5+/9+ | Break Tackle, Horns, Juggernaut | GAS | P | 125k
0-8 Rerolls: 60k
Apothecary: Yes // Necromancer: Yes
Special Rules: Old World Classic, Sylvanian Spotlight

///

Superleague Dwarf
The Worlds Edge Superleague is, or at least was, a Dwarf-only league with a particular focus on deep-ball air attack and the resultant mass brawl underneath wherever anyone thought the ball was going to land. This style of play has caught on with some Dwarf teams, to the point where they're entirely separate from the traditional Dwarven game of "stand in a big clump and wait for the ref to stab his brains out with a rock from sheer boredom".
--
0-16 Linemen: 4/3/4+/6+/10+ | Block, Tackle, Thick Skull | GS | A | 70k
0-2 Catchers: 5/3/4+/4+/10+ | Block, On The Ball, Sure Hands | GS | AP | 85k
0-2 Throwers: 4/3/4+/2+/10+ | Block, Cannoneer, Catch, Pass | GSP | A | 95k
0-2 Blockers: 3/3/4+/6+/11+ | Block, Grab, Tackle | GS | A | 105k
0-2 Receivers: 6/3/3+/4+/10+ | Block, Diving Catch, Nerves Of Steel, Sure Feet | GAS | P | 130k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Worlds Edge Superleague

///

Tileans
While Tilean teams are usually thought of as being stocked by mercenaries to the exclusion of all else, this is not always the case. Teams do exist that draw from Tilea's population to create disciplined, heavy-hitting teams that work in lockstep like a pike formation. Of course, a little mild cheating never hurt anyone either...
--
0-16 Linemen: 6/3/3+/4+/8+ | -- | G | AS | 40k
0-4 Picchieri: 6/3/3+/4+/9+ | Dauntless, Defensive | GS | AP | 75k
0-2 Granatieri: 8/3/3+/3+/8+ | Secret Weapon, Bombardier, Disturbing Presence | GP | AS | 90k
0-2 Condottieri: 7/3/3+/2+/9+ | Diving Catch, Pass, Running Pass | GAP | S | 95k
0-2 Fulminieri: 8/3/3+/5+/8+ | Dauntless, Frenzy, Horns | GA | SP | 115k
0-2 Spadonieri: 6/4/3+/5+/8+ | Fend, Side Step | GAS | P | 125k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Old World Classic

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Troglodytes
Did you know that there has never been an interesting fact about a Troglodyte player? Well, that's because the world at large don't care enough. Troglodytes are giant, angry, barely-sapient people who are tended to by the minuscule Skinks that barely survived the abandonment of old temple-cities. They beat the hell out of people! They rip Elves in half! How's that uninteresting to the average Blood Bowl fan, eh? The kids'll love them.
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0-16 Forgotten Skinks: 7/1/3+/4+/6+ | Dodge, Right Stuff, Stunty, Titchy | A | GM | 35k
0-5 Troglodytes: 5/5/4+/4+/10+ | Always Hungry, Really Stupid, Foul Appearance, Mighty Blow (+1), Regeneration, Thick Skull, Throw Team-mate | S | GAM | 150k
0-1 Interesting Troglodyte: 4/6/5+/4+/10+ | Loner (3+), Always Hungry, Animal Savagery, Really Stupid, Disturbing Presence, Foul Appearance, Kick Team-mate, Mighty Blow (+1), Regeneration, Strong Arm, Throw Team-mate | SM | GA | 200k
0-8 Rerolls: 70k
Apothecary: Yes
Special Rules: Badlands Brawl, Lustrian Superleague, Low Cost Linemen

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Ungors
Ungors are just as vicious, violent, and mean-spirited as their Gor counterparts. However, since they lack the horns that mean so much within Beastman society, they are very much second-class citizens who are unwelcome on the majority of Blood Bowl teams. They therefore play their own game with their own teams, focused on speed and hitting on the break. And also hitting people with gigantic pig monsters.
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0-16 Ungors: 7/2/3+/4+/8+ | Dodge | GA | SM | 40k
0-4 Ungor Raiders: 9/2/3+/3+/8+ | Catch, Dodge, Pass | GAP | SM | 95k
0-2 Halfhorns: 8/3/3+/4+/9+ | Block, Dauntless | GMS | AP | 110k
0-2 Razorgors: 6/5/5+/--/9+ | Loner (4+), Unchannelled Fury, Break Tackle, Frenzy, Horns, Mighty Blow (+1) | S | GAM | 155k
0-8 Rerolls: 60k
Apothecary: Yes
Special Rules: Badlands Brawl