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Roster Guide


A guide to the various rosters available in secret sevens with suggested roster ideas.






AmountPositionCostMASTAGAVSkillsNormalDoubles
0-16  Pixies  30,000  7  1  3  6  Stunty, Right Stuff, Dodge, Titchy  A  GSP 
 0-4  Woad Beserker  80,000  5  4  1  7  Frenzy, Thick Skull  GS  AP 
 0-2  Fen Guard  90,000  5  4  1  8  Stand Firm, Thick Skull  GS  AP 
Re-Roll120,000 gold pieces each
Apothecary Yes


Buying Index - 390k

Albion teams are a curiosity in sevens as a stunty team that don't have access to the big guy. On paper this would seem to handicap them but what they do have is positional players with GS access and no negatraits there. A slow and steady positional mix but with the four ST4 players they can easier bully a lot of sides, especially once the selected Beserkers/Fen Guard start to progress.

Roster A - Frenzied Mass
  • 4 x Woad Beserkers = 320000
  • 3 x Pixies = 90000
  • 1 Reroll = 120000
  • Apo = 50000

total 580k

The thinking on this one is that you can use the beserkers strength and frenzy to move players out the way with the added safety net of a reroll should the frenzy pushes lose your strength advantage. An apo is there to keep your positional players going that little bit longer and there is a little left over cash to begin building up a bench shoud you start to lose the pixies

Roster B - Balanced Positionals
  • 2 x Woad Berserkers = 160000
  • 2 x Fen Guard = 180000
  • 3 x Pixies = 90000
  • 1 x Reroll = 120000
  • Apo = 50000

total 600k
This one uses up every penny to begin with and has the same sort of principles as the all WB roster but with the added protective padding of the Fen Guard. The Fen Guard can become an immobile block to protect the pixies while the Beserkers can free up space for the ball carriers to run through.


The negative of both of these rosters is the lack of a bench leaves you with few ball handlers should the opponent remove the pixies, and that's going to happen. They do help you build to the future though as you can hopefully start getting skills on the others to make them better at their roles, namely hitting things and protecting their little assitants!



Association Futbowel is the first entirely unique roster introduced to the Cabalvision Superstar Series. Another variation of the sport from the misty isles of Albion where traditionally the players refuse to use their hands. Unfortunately there isn't much money in this game and so the top teams from Albion have begun training their sides for Blood Bowl, preferring to play the 7s game to the regular one as it slightly increases their chances of surviving the match.






AmountPositionCostMASTAGAVSkillsNormalDoubles
0-16  Hatchet Men  50,000  6  3  3  7  Dirty Player  G  SAP 
 0-1  Goalie  110,000  6  3  3  7  Kick, Pass, Surehands  GAP  S 
 0-4  Galacticos  120,000  7  3  4  7  Dodge  A  GSP 
 0-4  Midfield Generals  90,000  6  3  3  7  Block, Pass Block  GSP  AP 
 0-4  Target Men  110,000  5  4  3  7 Catch, Stand Firm GS  AP 
 Re-Roll 120,000 gold pieces each
 Apothecary  Yes

Buying Index - 250k

The core of your team are made up of Hatchet Men, these cloggers might have got a lot of trouble playing for sides like Hobgoblincaster United or 1860 Munorch but their ability to put the boot in while a player is on the floor translates nicely to the Blood Bowl field. Expect disciplinary issues but if they can take out players then it's considered a fair swap for the team.

The goalie is the one player used to handling a ball and so can be a sturdy back line and core for the team. Long kicks down field to pin the back line as well as spraying the ball around and some semblance of handling. The goalie won't win you a game on his own but a solid goalie leading the line is a boon to any side.

Galacticos bring flair and excitement to the side with their pace and agility, unfortunately they tend not to like a scrap and prefer to just do the exciting stuff and leave the grunt work to the rest of the side. They do have a sneaky side that can really assist the cloggers though but prefer to be gloryhounds like the legendary gnoll, Barkinho.

Midfield Generals are there to control the game. They cut off passes and make sure their men don't get past them. They have all the tools to fill any roll the side needs whether they become an enforcer kike Gerhard Mullorc, a quarterback like Mikhael Garrick or a make shift hacker like Vinny Bones they are very flexible cogs in the machine.

Finally we have the big men leading the line, they can gather the ball and hold it up while flair players come in or bludgeon their way through defenders with the ball. They might lack the pace but with ogres like Petra Crouchie showing nice touches for big men they're far from one trick donkeys.

Roster A - Hatchet Out
  • 1 x Goalie = 110000
  • 7 x Hatchet Men = 350000
  • 1 x Reroll = 120000

total 580k
So this team won't be doing much special, but they don't need to. The goalie is built to be the core of a side and can control possession and dictate play. The hatchet Men will do their role of getting in the way and taking advantage of any mistakes and putting the boot in while handing over control, not pretty but very functional. The Blackburners would be proud.

Roster B - Control the Midfield
  • 4 x Hatchet Men = 200000
  • 1 x Galactico = 120000
  • 2 x Midfield Generals = 180000

total 500k
This one gives you a solid foundation to build around for the future with options of excitement and muscle. The options available to your midfield generals can modify them to fit whatever role you need them to play while the galactico runs around the field doing whatever he pleases. You've got a little bit left in the transfer budget to bring in a goalie or target man after a game. With that foundation though you could easily spend your starting funds on another Hatchet Man to allow for sendings off and an apo for when the galactico pretends that he's got hurt badly.


Roster C - The Munorch Way
  • 5 x Hatchet Men = 250000
  • 1 x Goalie = 110000
  • 2 x Target Men = 220000

total 580k
All this pretty elf stuff is all well and good but why waste time with that when you can just lump the ball downfield to your big target men and bully the opposing back line? You have your hatchet men to kick people when they go down and the extra muscle from the donkeys up front to hold up the ball and push people around with a safe pair of hands to hoof the ball downfield. Hail Mary Pass down to big uglies and grind out the 1-0. It's about winning games, not making pretty tic-tac plays.

Association Futbowelers are pretty useful on the Blood Bowl pitch with an interesting mix of starting skills and growth potential. Players may not last long in the rough and tumble more physical game but they can be effective when used to the best of their abilities.







AmountPositionCostMASTAGAVSkillsNormalDoubles
0-16  Bedouin  40,000  6  3  3  7    G  SAP 
 0-2  Bedouin Throwers  60,000  6  3  3  7  Sure Hands, Pass  GP  AS 
 0-2  Eunuchs  80,000  5  4  2  8    GS  AP 
 0-4  Dervishes  100,000  7  3  3  8  Side Step, Frenzy  GS  AP 
 0-1  Sheikh  100,000  7  3  4  7  Leader  GA  SP 
 Re-Roll 120,000 gold pieces each
 Apothecary  Yes

Buying Index - 320k

Araby are a team with a lot of potential straight out of the box. They have rare access to a player with leader and with a variety of options to try and get the most out of them. They are lightly armoured for the most part but have a mixture of skill access and abilities that can make them difficult to deal with.
Roster A - Higher Risk
  • 2 x Bedouin Throwers = 120000
  • 1 x Eunuch = 80000
  • Sheikh = 100000
  • 3 x Linemen = 120000
  • 1 x Reroll = 120000
  • Apo = 50000

total 590k
This is an example of how to get a solid team together with a passing game. You're starting with two players who get rerolls for picking up the ball and if need be passing the ball around to an agile Sheikh who can catch and just as easily move the ball around. The addition of a Eunuch may be a little off the pace but with his higher strength and armour can put up a punch and almost act as a bodyguard to the sheikh. The team manage to start with a reroll and apo alongside the Leader reroll giving them a little more opportunity for riskier play.

As an alternative you could switch out one of the throwers for another Bedouin and then bring in either a Dervish or Eunuch with winnings after a game or two.

Roster B - Maximum Speed
  • 1 x Bedouin Thrower = 60000
  • Sheikh = 100000
  • 2 x Dervishes = 200000
  • 3 x Linemen = 120000
  • 1 x Reroll = 120000

total 600k
This one drops a Thrower and the Eunuch replacing them with two Dervishes. With this one you've got three MA7 players and a thrower to spray the ball around as and when needed. You're using your pace to try and find space so the Sheikh can do his thing. It would be equally viable without the thrower, switched out for another lineman and use the Sheikh purely as a runner with the money saved towards buying his personal physician!


There is an option of flexibility with this team, the players come with an interesting mix of skills so can work around most situations with different mixes of skill access and assets available to the team. They might have been used to playing a different sport but can easily adapt to most situations.





AmountPositionCostMASTAGAVSkillsNormalDoubles
0-16  Linewomen  70,000  6  3  4  8    GA  SP 
 0-4  Sisters  100,000  7  3  4  7  Pass, Catch  GAP  S 
 0-2  Handmaidens  120,000  8  3  4  8  Block, Stand Firm  GA  SP 
 Re-Roll  100,000 gold pieces each. 
 Apothecary  Yes

Buying Index - 110k

Avelorn are a team with few options on the roster but with a sturdy starting block. They can easily become the top passing team with combinations of Sisters supported by lightning fast Handmaidens who can swiftly become as, if not more dangerous as the team progresses.

Roster A - Pass & Move
  • 5 x Linewomen = 350000
  • 2 x Sisters = 200000
  • Apo = 50000

total 600k
This roster is built around spraying the ball around. You have got two players with both pass and catch so they can easily spray the ball back and forth and being elves the Linewomen are no slouches when it comes to handling the ball either. You have an apo off the back to try and keep the girls around long enough to save up and either expand the Sisterhood or bring in some Handmaidens to offer a little more sturdiness to the team.

Roster B - Speedy Sirens
  • 5 x Linewomen = 350000
  • 2 x Handmaidens = 240000

total 590k
Same principle as the first list but using the more expensive positionals as your starting core and forgoing the apo. This team are even faster than the other ones but have the additional bonus of higher armour and a better chance of standing up in a fight starting with Block. Hit hard, hit fast and outscore the opponent.

Roster C - The Mix
  • 4 x Linewomen = 280000
  • 1 x Handmaiden = 120000
  • 2 x Sisters = 200000

total 600k
This one spends your whole budget but should progress quickly and nicely. You have got a solid "quarterback" in your Sister for spraying the ball around either in a wide attack or to burst through a hole where most teams will struggle to catch the Handmaidens and if they do catch them won't be sure to bring them down easily.


The Sisters of Avelorn are one of the best passing sides in the game and will take a lot to handle right from the off. A good team will be very hard to bring down and control, even worse after some time!





AmountPositionCostMASTAGAVSkillsNormalDouble
 0-16  Gor  60,000  6  3  3  8  Horns  GS  APM 
 0-4  Ungor  50,000  7  2  3  7  Dodge  GA  SPM 
 0-4  Bestigor  110,000  6  4  3  8  Horns  GS  APM 
 Re-Roll  120,000 gold pieces each 
 Apothecary  Yes

Buying Index - 180k

Beastmen are an interesting case where their linemen actually cost more than a positional option with the downside of a rookie Chaos team in that they come relatively unskilled out of the box. The upshot is that they can add a bit of punch and with mutation access grow to a strong position.

Roster A - Plain Index
  • 7 x Gor = 420000
  • 1 x Re-Roll = 120000
  • Apo = 50000

total 590k

There is an argument to be made for just going with a team of Gors straught off. Blitzing on 4s and with reasonable stat lines you can start to build up players and tailor them as desired when they start to grow. They lack the security of other skills but getting them on the board can help them grow.

Roster B - Tainted Aggression
  • 5 x Gor = 300000
  • 2 x Bestigor = 220000
  • Apo/Ungor = 50000

total 570k

With this roster it's going on the attack and built around brute force, your Bestigors act almost as non negatrait big guys on the blitz and don't have the disadvantage of weaker handling potential. The option of an apo or Ungor is down to your playstyle, the Ungor gives you Agility access while the rest brutalise around them, the apo gives you protection for when a block goes wrong and to protect your more expensive Bestigors while you're starting out. You have got 30k left over so after your first game odds are you could purchase an ungor or apo anyway, affording a strong bench and possible protection right from the off.

Roster C - Beastmen Undivided
  • 3 x Gor = 300000
  • 2 x Bestigor = 220000
  • 2 x Ungor = 100000
  • Apo = 50000

total 550k

For a mix of players and filling all your positionals straight away you have this one. You have the security blanket of Dodge on runners, strength of the Bestigors and utility of the Gors as soon as play begins with an apo for early injuries and money left over to begin saving for a reroll or replacing injuries in early games. A nice balanced start point with financial security for an early struggle.


Beastmen sound like a more difficult prospect and a lack of core skills from the off may make them a slow starter but once mutations and skills start to roll in could become a very daunting prospect on the sevens pitch.






AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Black Ark Corsairs  70,000  7  3  4  7    GA  SP 
 0-2  Doomreavers  80,000  7  3  4  7  Pass  GAP  S 
 0-2  Dreadblades  90,000  7  3  4  7  Juggernaut, Nerves of Steel  GA  SP 
 0-4  Kraken Helms  100,000  6  3  4  8  Disturbing Presence, Foul Appearance, Tentacles  GA  SP 
 Re-rolls 120,000
 Apothecary  Yes

Buying Index - 110k

As one would expect from Elves, Black Ark have expensive players but bags of potential and agility to be able to spray the ball around and play around space. With high mobility but relatively weak armour finding the balance and playing the ball around will be the key to victory.


Roster A - neilwat Shall We Do With The Drunken Elf Sailor?
  • 3 x Corsair = 210000
  • 1 x Dreadblade = 90000
  • 1 x Doomreaver = 80000
  • 2 x Kraken Helms = 200000

total 580k

Going into the first Reikland Royal Rumble, neilwat decided to go with this as his mix of positionals and using all four slots to get them progressing from the off. There is that added armour of the Kraken Helms alongside the faster players. You've got a little cash left over to begin the prospect of getting an apo/reinforcements/saving up for a Re-Roll while your core players begin to progress.

Roster B - Aaaaarrial Game
  • 3 x Corsair = 210000
  • 2 x Dreadblades = 180000
  • 2 x Doomreavers = 160000
  • Apo = 50000

total 600k

With this roster you're forgoing the extra protection of the Kraken Helms to build towards a passing game, you've got two stable passers to spray the ball around and Dreadblades to develop into the receivers. It's pure pace and one that may take a a battering but that's what the apothecary is their for. Keep them going, build up a sturdy foundation and could become very dangerous.


Black Ark teams suffer a little with their high cost and low armour. They need to be evasive early on and can't afford a Re-Roll from the start which makes that dodging game hard. Once they build up the core skills and can play with a little more reliability they should be a strong side in the sevens format.







AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Chaos Dwarf Linemen  60,000  4  3  2  9  Thick Skull, Block  GS  AP 
 0-2  Chaos Dwarf Mutants  60,000  4  3  2  9  Thick Skull, Block  GM  ASP 
 0-2  Chaos Dwarf Thrower  70,000  5  3  3  8  Thick Skull, Sure Hands, Pass  GP  AS 
 0-2  Chaos Dwarf Kicker  80,000  4  3  2  9  Thick Skull, Block, Kick, Dirty Player  GS  AP 
 0-2  Chaos Dwarf Blitzer  100,000  6  3  3  9  Thick Skull, Block, Catch  GS  AP 
Re-Roll140,000 gold pieces each.
 Apothecary  Yes

Buying Index - 180k

Black Dwarf teams have a lot of options and not a lot of pace. It means that an opponent is going to want to get away and keep as much space between you and the ball/their players and hope you can't catch them. Around that are very strong players with a good selection of core skills from the off.

Roster A - "Faster" Play
  • 3 x Linemen = 180000
  • 2 x Thrower = 140000
  • 2 x Blitzers = 200000
  • Apo = 50000

total 570k

This roster gives you the best AG and MA you can get in combination and the pass/catch combination allows you to try and move the ball around a little easier than one would expect from a dwarven team. The throwers are the only players who don't start with block so need a little protection but you've got a very strong group of core skills going in.

Variant - If you feel two throwers are surplus to requirements, an option is to drop one of them for a Kicker for 10k more, who's sacrificing the handling ability and pace but gives you a bit more pitch control from the kick off, and a fouling opportunity to keep you up in the numbers game.

Roster B - Old School Grind
  • 4 x Linemen = 240000
  • 2 x Mutants = 120000
  • 2 x Blitzers = 200000

total 560k

This team is a little more to the old fashioned Dwarf grind play. They are very slow with the exception of the blitzers and they will have to be on their game to get results. You need the numbers and you need to stifle the opposition play to keep it close. I have gone with two Mutants here for the mutation access, building towards claws and other mutations that can stifle the opposition, for the same reason as above one of these could be a Kicker. You also have an extra Lineman this time to mean that should a player be sent off trying to keep people down you have the luxury of an extra dwarf to ruin an opposing teams day!

Black Dwarf teams are going to be outpaced by near every team and will struggle to keep up the pace. Your best chance is to stifle the opposition and keep things under control, try and reduce their options and bring them down to your level. It's not a pretty game but park the bearded bus and you can get results.






AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Thralls  40,000  6  3  3  7  Thrall  G  ASP 
 0-4  Zombies  40,000  4  3  2  8  Regenerate  G  ASP 
 0-2  Grave Guard  80,000  5  3  2  9  Regenerate, Block  GS  AP 
 0-4  Blood Dragon Vampires  100,000  6  4  3  9  Mighty Blow, Regenerate, Hypnotic Gaze, Bloodlust  GS  AP 
Re-Roll140,000 gold pieces each.
 Apothecary  No

Buying Index - 320k

Blood Dragon teams are potentially the most brutal of the Vampire teams with a lot of strength access and starting with power with the vampire's Mighty Blow straight out the box. With 320k left over with a full 7 Thralls they have a lot left over to play with.

Roster A - Vampless Vampires
  • 7 x Thrall = 280000
  • 2 x Grave Guard = 160000
  • 1 x Re-Roll = 140000

total 580k

This one is building for the future and starting with a strong core and an early Re-Roll built for recruiting the vampires later on. You're starting with the maximum amount of Thralls who are likely to be your ball handlers while you begin the process of building muscular options in the Grave Guard ready for later. Your goal is to then build up the cash to begin introducing the Blood Dragons with the extra Re-Roll preparing for unfortunate Blood Lust rolls later on while having a steady food supply from the off.

Roster B - Mousillon Might
  • 5 x Thrall = 280000
  • 2 x Grave Guard = 160000
  • 1 x Blood Dragon Vampire = 100000
  • 1 x Re-Roll = 140000

total 600k

This is the one we're looking for! By dropping two of the Thralls and bringing in a Vampire you're getting what the team is about and still get that Re-Roll security in. The Grave Guard provide a bit of security while the Vamp understandably, becomes the star of the team. Hit hard and keep hitting until they're (un)dead.

Roster C - Die Dangerously
  • 6 x Thrall = 320000
  • 2 x Blood Dragon Vampire = 200000
  • 1 x Re-Roll = 140000

total 580k

Like riskier play? Here's the Blood Dragons for you! With this one you're starting with two very hungry vamps but can start playing a hard hitting style straight away. You have got a Re-Roll to help with early Blood Lust rolls but two vampires are going to be control, especially once they begin removing their team mates. The Mighty Blow should hopefully go some way to keeping you from being badly outnumbered.


Vampire teams do very well on the Buying Index in money to spend on toys, it's up to you how to handle that and you've got a lot of options in how to spend your cash. Play hard hitting but with caution, they could very easily find themselves pitch clearing themselves!






AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Linemen  50,000  6  3  3  7  Thick Skull  G  ASP 
 0-2  Runner  70,000  7  3  3  7  Sure Hands, Thick Skull  GA  SP 
 0-2  Rogue  90,000  7  3  3  7  Stab, Shadowing, Dodge  GA  SP 
 0-4  Brawler  90,000  7  3  3  8  Wrestle, Thick Skull  GS  AP 
 Re-Roll 120,000 gold pieces each 
 Apothecary  Yes

Buying Index - 250k

Border Princes teams are good at staying around that little bit longer, courtesy of their Thick Skulls and as a bonus have got options for core skills across the board to help avoid turn-overs. A very solid team out of the box.

Roster A - One of Each
  • 4 x Linemen = 200000
  • 1 x Runner = 70000
  • 1 x Rogue = 90000
  • 1 x Brawler = 90000
  • 1 x Re-Roll = 140000

total 570k

With this one you're covering all bases and giving yourself a reroll. After your first game you should be able to pick an apo for health and safety security or be well on your way to adding another positional to fill whatever play style you want to take the team towards.

Roster B - All I want
  • 4 x Linemen = 200000
  • 1 x Runner = 70000
  • 1 x Rogue/Brawler = 90000
  • 2 x Rogues/Brawlers = 180000
  • 1 x Apo = 50000

total 590k

Here you're building your team how you want them to be straight away, have an apo to protect you from when AV7 fails on you. You've got an extra body in for any injuries and could begin saving up for a Re-Roll with everything in place. If you have a game plan in mind you can begin implementing that from the beginning

Variant - Playing with two Runners and dropping your sub lineman and apo you could bring in a starting Re-Roll.


Border Princes can be very easily customised from the beginning, it would even me an option to start the team with 7 linemen, two Re-Rolls and then begin to pick up your positionals with prize money. It'll be a slow start but once the team is up and running they have a lot of room for growth.






AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Peasants  30,000  6  3  2  7    G  ASP 
 0-2  Squires  70,000  7  3  3  8  Kick Off Return, Sure Hands  G  ASP 
 0-4  Questing Knights  110,000  7  3  3  8  Block, Catch, Dauntless  GS  AP 
 0-2  Realm Knight  90,000  6  3  3  9  Dauntless, Stand Firm  GS  AP 
 Re-Roll 120,000 gold pieces each 
 Apothecary  Yes

Buying Index - 390k

Performing very well on the index the "Knights who say TD" can get a very good starting position with a lot to play with and aside from possible ball handling issues from the Peasants have a lot to play with and some very effective tools at their disposal.

Roster A - Brave Sir Bob
  • 7 x Peasants = 210000
  • 3 x Questing Knights = 330000
  • Apo

total 590k

Let's be honest, peasants aren't completely useless and at 30k you can fill the whole team and then build around them with the clearly, much more important players. In this roster I've gone in with three Questing Knights, these are the players with the potential to be real stars with good pace, good armour the ability to stand up in a fight and with catch move the ball around before anyone can deal with them. QK are scarily good players when used well and three of them on the field could be very difficult for an opponent to handle.

Roster B - Peasant Uprising
  • 11 x Peasants = 330000
  • Apo
  • 1 x Re-Roll = 120000
  • 100k across FF, Cheerleaders and coaches (optional)

total 600k

Okay, hear me out here. I'm aware this maybe coming from my playing Lizardmen and refusing to let anyone with an AG higher than 1 handle the ball but AG2 isn't that bad. You also get the advantage of sheer numbers in the squad so your players can be what they're meant to be, expendable. I have given them an apo so that you have protection from the off should a useful player get injured after a game or two and the coaches and so on are built purely for trying to steal extra rerolls when the game starts.

It is just as valid to go without the apo and start with two rerolls and either investing in buying extras to try and dictate FAME based bonuses or getting an apo for your ball handler after game one. They might seem weak to begin with but numbers will start to tell so you can be more cavalier with your players to punish an opponents smaller squad.


With a great index score a Bretonnian team can be very dangerous and have a lot of growth. A solid foundation to build on and bully weaker sides while simultaneously not being afraid to take on stronger sides in a scrap. Show these wine drinking horsey gorillas they belong on the Blood Bowl pitch.






AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Linemen  50,000  6  3  3  8    G  ASP 
 0-4  Monkey Warriors  70,000  7  3  3  7  Extra Arms, Prehensile Tail  AG  SP 
 0-4  Celestial Dragon Monks  90,000  6  3  3  8  Fend, Side Step, Thick Skull  AGS  P 
 Re-Roll 100,000 gold pieces each 
 Apothecary  Yes

Buying Index - 250k

Cathay boast a fairly flexible squad who will be hard to keep under control, they can deny space, stop you mobbing them and move the ball around with ease. Underestimate them at your peril

Roster A - Way of the Chasing Chimp
  • 3 x linemen = 150000
  • 2 x Monkey Warriors = 140000
  • 2 x Dragon Monks = 180000
  • 1 x Re-Roll

total 570k

Here's a solid set up which may lack numbers but sits with a selection of all your tools. Between prehensile tails, fend and side step it is going to be very hard for an opponent to control the field and more importantly it can help you to make things very difficult for them to move around their or your players. You do lack numbers to begin with but you have the right pieces to be able to move the ball around and cut off avenues of attack to get around that.


I have only offered the one selection here but it is very much down to coaches option as to if they would prefer to go with monks or monkeys when it comes to making up their squad how they would build differently, either positional can be very useful on either side of the ball so very much a personal preference. Pick your poison and show the West how Blood Bowl should be played.




AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Ungors  50,000  7  2  3  7  Dodge  AG  SP 
 0-4  Centigors  90,000  6  2  9  Bonehead, Horns, Sprint  GS  AP 
 Re-Roll 140,000 gold pieces each 
 Apothecary  Yes

Buying Index - 250k

Centigors are a tough team to do well with in the normal game, taking them on the sevens field is even harder. Your ball carriers are weak and squishy and their muscle is likely to just stand there while someone comes in for the sack. Finding a balance is the first obstacle to overcome before challenging for results.

Roster A - Finding the Balance
  • 5 x Ungors = 250000
  • 2 x Centigors = 180000
  • 1 x Re-Roll

total - 570k

This is the set up I would lean towards. Your team will need rerolls and they can only get one in any combination available, thankfully you don't have many options to think about, you can switch out a centigor for an ungor but overall you've got your mix out the box. Your goal will be to gain rerolls as soon as possible, your saving grace is the Ungor starting with Dodge so at least you have some mobility but that won't mean much when the Centigors just let him get hit!


At best, Centigor teams are a challenge, at their worst you'll be deleting Java and forgetting Fumbbl even exists. When you can get them going they can be very rewarding though and if treated like a stunty team that core of Ungors can be very capable of causing an upset.







AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Spirit Hosts  60,000  6  3  5  7  Foul Appearance, No Hands, Titchy, Regenerate  GA  SP 
 0-4  Wraith  110,000  6  3  3  8  Foul Appearance, Disturbing Presence, Leap, Very Long Legs, Regenerate, Stab  GS  AP 
 0-2  Banshee  100,000  7  2  4  7  Foul Appearance, Leap, Very Long Legs, Regenerate, Hypnotic Gaze  GA  SP 
 Re-roll 100,000 
 Apothecary  No 
 Necromancer  Yes

Buying Index - 180k - may buy one ball handler.

Ethereal teams on first glance look great with AG5 linemen, the titchy and lack of hands working against them. They can form a decent line but a high agility team with RR protection could dodge through that line and hit the ball carrier. Losing the positionals could become a nightmare for the team leaving you in the dire position of hoping you can play out a 0-0 draw until you can replace one of the expensive positionals. Definitely a challenging team - You have been warned

Roster A - Nabsters Choice
  • 2 x Banshee = 200000
  • 5 x Spirit Host = 300000
  • 1 Reroll = 100000

Total 600k

Based on play testing Nabster has provided this suggested starting roster. You're starting with the two AG4 players to provide safer ball handling and you're able to afford yourself the luxury of a reroll without any natural skills out of the box. You're ball handlers are lower strength so need to make sure these are well protected.

Nabster also suggests an alternative where you could drop the reroll and either add an extra Spirit Host, or save the money ready to invest in a Wraith after a game or replace a missing ball carrier should they get hit and fail to regenerate.


Roster B - Twin Set-up
  • 1 x Banshee = 100000
  • 1 x Wraith = 110000
  • 6 x Spirit Host = 360000

Total 570k

This one almost had an American Football style offence and defence line-up depending on if you are kicking or receiving. The additional Spirit Host to the team allows you to start with some form of bench so you can choose to leave the Banshee out when on defence and avoid putting one of your ball handlers in harms way. The counter to this is that with only the one handler on the field an opposing team could target the Wraith and get them taken out. You also lose lose the luxury of a re-roll but getting an expensive positional player in while you still can could work towards getting you some Strength access sooner rather than later

Ethereal will struggle a lot and go through a difficult period when fresh, once you're able to begin getting skills around in order to protect your ball handlers they should begin to improve. Positionals are expensive, so do all you can to keep them safe.








AmountPositionCostMASTAGAVSkillsNormalDouble
0-16  Ashigaru  50,000  6  3  3  8    G  ASP 
 0-4  Samurai  90,000  7  3  3  8  Block  GS  AP 
 0-2  Warrior Monk  90,000  7  3  3  7  Claw  GA  SP 
 0-2  Ninja  90,000  8  2  4  7  Dodge, Leap  GA  SP 
 0-2  Sumo  100,000  4  4  2  8  Stand Firm, Grab  GS  AP 
Re-Roll120,000
 Apothecary  Yes

Buying Index - 250k

Unified Nippons 7s are a strong roster. Basically regular humans, but less focused on an aerial game and more a Dark Elf defensive style, where they create a chance and steal the ball. Combining the regular and Northern Nippon positionals allows a myriad of starting options, depending on if you want a more agile speed game, or a slower bashier game.

Roster A - The Safe Start
  • 1 x Ninja = 90000
  • 2 x Samurai = 180000
  • 4 x Ashigaru = 200000
  • 1 x Reroll = 120000

Total 590k

This is the safest starting roster. You maximize your units with built in reroll skills and an actual reroll for when something inevitably goes wrong. Once you earn some cash get your Apothecary first, and then the tough choice, do you get a Sumo or a Warrior Monk? The ST4 Sumo can hold the line but is at risk of getting left behind on a 7s pitch. The Warrior Monk's claw gives you the perfect starting place to build a fast killer piece, but it will be hard to keep him and a Ninja safe on the field.


Roster B - Sushi Selection
  • 1x Ninja 90000
  • 1x Samurai 90000
  • 1x Warrior Monk 90000
  • 1x Sumo 100000
  • 3x Ashigaru 150000
  • 1x Apothecary 50000

Total 570k

Here you get 1 of each positional, and your Apothecary to keep the AV7s alive a little longer. It will take longer to get to a reroll as you will likely need to get a bench Ashigaru first.

Thank you to Sokeeffe who's early testing developed quite a scary team for people to deal with for this write up.


The Nuln Engineers Guild are often working on the best devices for use on the Blood Bowl field. They experiment on the field with them and the foundries are steadily increasing their workload towards bringing in the tourists to their games and tournament play.

The roster itself does have similarities with similar sides from lesser races and claims they've been talking to the dwarf engineers in Zhufbar are completely unfounded.





AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Linemen  50,000  6  3  3  8    G  ASP 
 0-1  Experimental Steam Tank  160,000  4  7  1  10  Loner, Frenzy, Mighty Blow, No Hands, Juggernaut, Break Tackle, Stand Firm, Secret Weapon (7+)  S  GAP 
 0-2  Long Riflers  70,000  6  3  3  8  Sure Hands, Hail Mary Pass  GP  AS 
0-2 Chainlinked Cutting Devices 50000 6 3 3 8 Chainsaw, Secret Weapon (8+) G ASP
 Re-Roll 120,000 gold pieces each 
 Apothecary  Yes

Buying Index - 250k


Konrad Von Carstein was... eccentric to say the least, eventually driven fully insane by Mannfred his mark was left on Sylvania and neighbouring provinces for far too long. The biggest of these errors was when he decided to grant his "gift" to a mildly amusing Halfling. Sadly said halflings progeny have continued and now finally made their way to the Blood Bowl field.







AmountPositionCostMASTAGAVSkillsNormalDoubles
 0-16  Halfling Thrall  30,000  5  2  3  6  Dodge, Right Stuff, Stunty  A  GSP 
 0-2  Decaying Treemen  110,000  2  6  1  10  Loner, Decay, Mighty Blow, Regeneration, Stand Firm, Strong Arm, Throw Team Mate, Timmm-ber  S  GAP 
 0-4  Halfling Vampire  110,000  5  3  4  7  Blood Lust, Dodge, Hypnotic Gaze, Regeneration, Right Stuff, Stunty  GAS  P 
 Re-Roll 120,000 gold pieces each 
 Apothecary  Yes

Buying Index - 390k