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XXXL21: SPECIALISTS
Specialists
Specialists are additional XXXL staff members that also play on the pitch.
As players these players are peaked, meaning they can’t gain new skills via SPPs. Specialists come instead with their own unique set of skills and rules that provide vital support to the team.

XXXL teams may only hire one Specialist per Regular Team Management phase.

Rostered Specialists add +1 to the team’s Professionalism Rating, with the exception of the Fan who reduces the PR by -1.

QtySpecialistMASTAGPAAVSkillsCosts
0-1Bribed Ref525+-7+Right Stuff, Stunty, Loner (3+), No Hands90K
0-1Cheeleader Leader622+-7+Right Stuff, Dodge, Stunty, No Hands, Hypnotic Gaze70K
0-1Fan514+5+7+Right Stuff, Dodge, Stunty0K
0-1Filcher623+5+8+Right Stuff, Dodge, Stunty70K
0-1Player-Coach623+4+8+Right Stuff, Dodge, Stunty70K
0-1Shaman623+5+8+Right Stuff, Dodge, Stunty, Regeneration70K
0-1Squig Tamer623+5+9+Right Stuff, Dodge, Stunty70K
0-1Necromancer623+4+8+Right Stuff, Dodge, Stunty40K



Bribed Ref
Despite being illegal some teams actually hire referees. While they obviously cannot act too suspicious they often can decide matches just by standing in the way.

A Bribed Ref may not block and may not be blocked.
Exceptions are accidental blocks via Ball&Chain movement. It is also allowed to use Bombs, Chain Pushes, Secret Weapon Stabs, Wizard Spells or induced card effects against a Bribed Ref.

A Bribed Ref standing on the LOS during a Kick Off is temporary not immune from physical interaction and may be blocked or blocked without legal consequences. This status lasts only for the first turns of the receiving and kicking team.

A Bribed Ref may foul, but has add -1 per caught foul on their mandatory Licence Roll after each match.
A Bribed Ref may be fouled, but caught players face a Referee Tribunal after the match facing a potential ban.


Bribed Ref RollEffect
1The league confiscates the Ref's license and the player retires.
2-5Nothing unusual happens.
6Bribed Ref gains Sneaky Git for one game.

Cheerleader Leader
Some argue that it is actually the cheerleaders that fans come to see. Dancing and cheering for their teams they drive fans wild! Being already very acrobatic some of them also put in a good showing on the pitch.
Cheerleaders on the pitch use their dancing to hypnotize opponent teams, but are unable to handle a ball because of their tutus.

Cheerleaders offer also a voluntary Cheerleader Roll that may be activated before an upcoming match.


Cheerleader RollEffect
1:Cheerleader-Leader is missing next game.
2-5:Nothing unusual happens.
6:Cheerleader gains Leader for one game.

Fan
A team desperate for money can offer a service where fans are allowed to play with their favorite team! They are willing to pay 1d6*10K for every game they get fielded for at least one turn.

If the fan gets to play at least one turn and survives, the agreed payment will be transferred to the team’s treasury together with match and sponsor winnings.
If the fan passes away during the game a mandatory special roll decides the consequences.


Dead Fan RollEffect
1:The teams gets sued for the originally agreed payment.
2-5:Nothing unusual happens.
6:The team’s treasury agent was able to snaffle a pre-payment deposit from the fan, half of the originally agreed payment.

Filcher
There are certainly some Blood Bowl players who made it despite their lack of talent. It was rather their contacts to Higher Ups that granted them the opportunity to realize the dream to become a star. But one dirty hand washes another and many teams benefit from the cronyism.

The Filcher grants a voluntary attempt to filch for Black Market or Corruption Cards during team management phases.

When filching the Filcher's coach gets to choose between the current two top cards of the filched card deck. A filched card may be used at once or be looted for later use.
Activated Corruptions will become active at the next game phase of the league while Black Market cards become active at once.
The unwanted card goes to the bottom of the deck.



Filcher RollEffect
1:The Filcher ends up in the wrong back alley and is missing next game.
2-5:The Filcher filches a Black Market Card.
6:The Filcher filches a Corruption Card.


Player-Coach
Handling a whole team of mad Goblins can be a burden for one single sane Coach. Professional Blood Bowl teams often rely on the service of specialized Assistant Coaches.

If activated, the coach can train one random rostered Goblin player with Right Stuff (exception are rostered Free Agents) to gain a new free skill for one match.

Additionally, while a Player Coach may be a peaked player and never skill up, they may share any of their gained SPPs and spread them among team mates.


Coach RollEffect
1:The Player Coach injures a random player during training. The player misses next match.
2:Player gains Block
3:Player gains Dauntless
4:Player gains Dirty Player
5:Player gains Fend
6:Player gains Frenzy
7:Player gains Kick
8:Player gains On The Ball
9:Player gains Piledriver
10:Player gains Pro
11:Player gains Shadowing
12:Player gains Strip Ball
13:Player gains Sure Hands
14:Player gains Tackle
15:Player gains Wrestle


Coach Roll can be used voluntary before a match, effect lasts for one match and adds no TV.
Coach picks 3 potential players to be coached, roll 1d3 to decide the player and 1d15 to decide
the coached skill. If the player in question does already have the rolled skill, add the rolled skill to the Player Coach instead.
Shaman
Goblin Shamans have always been important figures in Goblin societies. Their hallucinogenic brews made out of maddening mushrooms and toxic spider venom can dissolve brains but with Nuffle’s will they can also numb the pain of an injury. This makes them nearly as qualified as a regular professional Apothecary.

A shaman may attempt to heal one non-lethal injury suffered in the previous match with a 1d6,1d8 Shaman Roll. The Coach may choose the new result or keep the old injury.



Shaman RollEffect
11-38:Shaman heals the player.
41-49:Shaman removes suffered injury, but player misses next game or player keeps injury but won't miss next game.
51-59:Nothing happens.
61-68:Shaman kills player by accident.



Squig Tamer
Squig Tamers are specialised on working with Squigs. They may be activated to re-roll any rostered Squig’s movement roll during a Team Management phase.

Alternatively Tamers can instead attempt a Tamer Roll which may temporary remove the Squig's Unchanneled Fury. One Tamer may attempt to train several rostered Squigs per round but must add -1 to the diceresult, with a natural 6 still being valued as a success but any modified 1 or lower resulting in a failure.


Tamer RollEffect
1:The Tamer gets injured by the Squig and misses next game.
2-5:Nothing unusual happens.
6:After successfully taming the Squig, the Squig loses Unchanneled Fury for the upcoming match.

Necromancer
A locked specialist who focuses on experimenting with the Undead. Can be unlocked by winning the Undertaker’s Boneyard Invitational.

A team with a Necromancer gains access to Low Cost Linemen Dust Goblins but loses their Apothecary, will be asked to pay higher upkeep for rostered Free Agents and Additional Positionals. Additionally teams plagued by the undead keep losing constantly popularity among fans. A Necromancer will never leave the team via Legal Trades and must not be fired.

The Necromancer’s Desecrator skill grants the ability to raise players that were killed in any game of the league’s previous match day. If he succeeds the player raises from the dead and joins the Necromancer’s team. Undead players lose their old positional spot and won’t demand any upkeep. However, if the Necromancer dies, all his undead players will fall apart after the end of the game.

When using this skill successfully on an already undead player will add Decay. Players with Decay can't be desecrated again.



Desecrator RollEffect
1-3: DeadThe player stays dead.
4-5: RaiseThe player raises as an undead variation of their position.
6: MemoryThe player raises from as an undead variation and remembers their gained skill.


Additionally the Necromancer may visit the local cemetery for the cost of 1 DF. Visiting the cemetery grants a Cemetary Roll.

Cemetery RollDescriptionEffect
1: Bad PressThe locals are enraged about the Necromancer’s activities and decide to bribe the referee to smuggle in some stakes.Opponent team gains Stakes (Stab, Secret Weapon 8+), may be voluntary assigned to any rostered player with Right Stuff.
2: The SwarmDust Goblins raise from the earth and invade the pitch.Dust Goblins gain Swarming.
3: The RotDust Goblins begin to decompose.Dust Goblins gain Disturbing Presence and Foul Appearance but suffer Decay.
4: The Hive MindThe Necromancer mind controls his Dust Goblins.Necromancer suffers Bonehead, while Dust Goblins gain Pro.
5: The BatThe Necromancer evokes the services of a vampire.Team is joined by a vampire for one match.
6: Hail to the KingThe Necromancer finds no usable players in the cemetary but is able to obtain a weapon from a dead player.Necromancer gains Chainsaw and Secret Weapon.