Blood Bowl Soccer 3

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By Martin Howard c 1995-2004 Blood Bowl and the Blood Bowl logo are registered trademarks of Games Workshop. Games Workshop does not sponsor, authorise or endorse these unofficial rules. This document was typeset using L A T E X2 ε . www.goldfish.org.uk/bbsoccer.html

Transcript of Blood Bowl Soccer 3

Page 1: Blood Bowl Soccer 3

By Martin Howard

c©1995-2004

Blood Bowl and the Blood Bowl logo are registered trademarks of Games Workshop.Games Workshop does not sponsor, authorise or endorse these unofficial rules.

This document was typeset using LATEX 2ε.www.goldfish.org.uk/bbsoccer.html

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Contents

1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 The New Rules! . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

2.1 The New Field. . . . . . . . . . . . . . . . . . . . . . . . . 43 Playing the Game! . . . . . . . . . . . . . . . . . . . . . . . . . . 6

3.1 The Kickoff . . . . . . . . . . . . . . . . . . . . . . . . . . 63.2 Passing and Shooting for Goal . . . . . . . . . . . . . . . 63.3 The Goal Keeper and Saving Shots at Goal . . . . . . . . 83.4 Freekicks and Penalties . . . . . . . . . . . . . . . . . . . 133.5 Corner and Goal Kicks. . . . . . . . . . . . . . . . . . . . 14

4 New Skills and Skill Modifications . . . . . . . . . . . . . . . . . . 144.1 Redundant Skills . . . . . . . . . . . . . . . . . . . . . . . 144.2 New Skill Descriptions . . . . . . . . . . . . . . . . . . . . 14

5 New Game Pieces and Special Play Cards . . . . . . . . . . . . 185.1 New Game Pieces . . . . . . . . . . . . . . . . . . . . . . 185.2 Special Play Cards . . . . . . . . . . . . . . . . . . . . . . 18

6 The Teams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Goal Template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Centre Circle Template . . . . . . . . . . . . . . . . . . . . . . . . . . . 26Penalty Area Template . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

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1 Introduction

Deep in the annuls of Blood Bowl history there is a small recording of a teamknown simply as the Albion Wanderers. In the days of chaos and confusionafter the collapse of the NAF, this team is rumoured to have given up BloodBowl in favour of a game where the ball is kicked instead of carried - football!In fact if one travels across the Sea of Claws you will find an entire leagueknown as the Albion Football league or FA for short. A brief description of thegame was published in the SPIKE! Magazine. An abridged version of this isprinted here.

The game consists of the normal Blood Bowl field, but withtwo rectangular frames at either end, to which the ball, now round,is kicked towards and preferably through to score a point or goal.The player guarding these “goals” assumes some higher status asplayers blocking this “goal keeper” are often sent off by the referee.Having said that, there is no shortage of the rough and tumble wehave come to expect in the traditional form of the game. There islittle handling of the ball in fact it appeared that any player handlingthe ball, whilst not penalized, was severely harassed by the crowdsand blocks against this player seemed all that much rougher. All inall if this game reaches the Empire it will surely catch on.

The following pages detail the new rules, and any changes to the existing3rd edition Blood Bowl rules that are required to convert the game of fan-tasy “American” football the that ever popular version played around the worldknown as soccer!

It was back in 1995 when I was enjoying playing a Skaven team in a smallBlood Bowl league with some friends when the comment “how about BloodBowl soccer?” came up. In the conversation that ensued a few ideas sprangout and it became more apparent that this was not such a silly idea! I draftedout some rules converting the Blood Bowl rules to soccer rules. We played thegame, more importantly the game worked! This is the third edition of theserules. They were first published on the internet courtesy of the Blood BowlMailing List in 1995. Unfortunately the original version has been lost. Sincethen there has been two revisions. After the first rewrite, the game was thor-oughly play tested in the U.S. under the existing league rules. A special thanksshould go to the following players of the URI Gaming Club - Mark, Kevin, Mike,Pete, and Chris who play tested the game and via the cyber-space postmanasked questions and gave the useful suggestions which culminated in this, thethird revision.

Enjoy! Martin Howard, November 1996.

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Other than a few minor typographical and layout changes, these rules are iden-tical to those which in 1996 I submitted to the Games Workshop’s Citadel Jour-nal for publication. Even though Games Workshop liked the idea they thoughtthe rules “too extreme” for publication. I might be tempted to tidy these rulesup for as a fourth version for the 4th Edition of Blood Bowl and resubmit them,this time to the new publication from Games Workshop, the Blood Bowl Mag-azine. However, I must pointout that, apparently, the act of submission passedthe copywrite from me to Games Workshop.

Martin Howard, May 2001.

It’s nearly 8 years ago since I submitted the rules to Games Workshop, andnearly 10 years ago since the first rules were published! I’ve finally decided tore-publish the rules using all the latest technologies. Inside you will find pho-tos of the Blood Bowl Soccer field, the various new templates and game-playexamples. There are no differences from the previous edition, other than oneor two corrections and the ironing out of a couple of inconsistencies. Sincethe last release, the 4th edition of the Blood Bowl rules has been published.I have not played these new rules, but I gather that the actual game-play hasnot changed. These rules should, therefore, be completely compatible withany changes made to the 4th edition rules.

Martin Howard, February 2004.

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2 The New Rules!

The game mechanics for Blood Bowl Soccer are identical to those of the nor-mal variant. The differences in how the game is played arise from a variety ofnew skills particular to soccer and slightly different field markings. Templatesfor the new field markings can be found at the end of this document.

2.1 The New Field.

The field of play for Blood Bowl Soccer is simply the standard board with a fewadditional markings. The new field of play contains the following new markings:

• The Penalty Area :

This is an area of 7 x 4 squares at each end of the board. Figure 1shows the penalty area positioned on the Blood Bowl board. The area isoutlined with the dashed white line and the penalty spot is marked by thewhite dot.

• The Centre Circle :

This basically marked by the skulls, and is shown in figure 2. The centrespot is marked by the white dot. The centre circle now represents whatwas the line of scrimmage.

• The Goals :

The goals are the only new pieces that need to be made. The templatesare 7 by 4 squares in size. The goal mouth is 5x3 squares in area.The remaining squares on the template represent the “posts” and “crossbar” of the goal. The goal template and where it is placed next to theboard is shown in figure 1. Essentially the goal template represents thevertical face of the goal. For this reason players can not be placed on thetemplate.

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Figure 1: The penalty area and goal

Figure 2: The centre circle

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3 Playing the Game!

3.1 The Kickoff

Both teams at the kick off set up according to the normal restrictions. How-ever, the centre line for the two teams is now defined by the circle and theactual centre line either side (see figure 2 above). This means that only theplayer kicking off can be inside the centre circle at a kick off.

Only one player is allowed in the centre circle at kick off. This player is from theteam kicking off. The player is placed in the centre most square and is giventhe ball.

The side kicking off sets up last and both teams must have at least three play-ers along the centre line/circle in accordance with the usual Blood Bowl rules.

The kicking team rolls on kick off table as usual. The only change to the kick offtable is that a “Bad Kick” now means the kick off pass is inaccurate and scat-ters according to the distance kicked (see “Passing and Shooting for Goal”)

The kick off team must pass the ball from the centre circle to a player in thekick off teams half. The team kicking off does not have to make the pass itsfirst action, but the player kicking the ball “off” may not move before passingthe ball, i.e. the ball must be kicked-off from the centre spot. If a kick off pass ismade at “hand off” distance it still counts as a “pass” action. This is to preventscoring a goal from the kick off.

A team that concedes a goal kicks off.

3.2 Passing and Shooting for Goal

Shots and Passes are made in exactly the same way as in Blood Bowl. Onlyone pass or shot action may be made per turn. This rule can be broken onlywhen a the player who recieves the pass is inside the penalty area. In thiscase they can decide to take a shot at goal, but it must be the first action tofollow the successful receive (catch).

Inaccurate passes and shots will scatter differently depending on the distanceof the pass or shot. Typically an inaccurate long shot or pass will end up muchfurther from the desired target than a short pass or shot. For obvious reasonsa shot taken half way down the field will be easier for the keeper to save thanone taken at point blank range! To account for this, “save” modifiers are used.These modify the dice roll required by the goal keeper to make a successfulsave. These modifiers and scatters are given in the table 1 below. The ran-dom distance can be found by using the numbered counters in the Blood Bowl

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Range of Shot/Pass Save Modifier Distance Scattered(Random Direction)

Quick Pass/Shot -1 1-2 squaresShort Pass/Shot 0 1-3 squaresLong Pass/Shot +1 1-4 squaresLong Bomb +2 1-6 squares

Table 1: Scattering of Shots and Passes

game or by modifying a dice roll accordingly. The direction is found in the usualway.

When shooting for goal, first nominate the square on the goal template you areaiming for and then roll to shoot, applying any scattering that may occur. If theball ends in the goal mouth then the goal keeper may attempt to save the ballif he is in a position to do so (see “Saving Goal Shots”).

If the ball scatters on to a “post” square then it will rebound in a direction de-termined by the scatter template (centre placed over the square which the ballhit) for the same distance as an inaccurate shot of the same range would scat-ter. If the rebounding ball ends in the goal mouth then it is an automatic goal.Figure 3 shows the ball on the goal post. In this example scattering of 1 to 5squares in the direction 5 will score. Likewise scattering of 1 to 2 squares indirection 8 will score, but scattering of 3 or more squares, in this case, wouldput the ball back into the field of play.

A ball rebounding off a post parallel to the to the end zone is assumed to ac-tually be in the end zone (e.g. scattering in direction 4 in the example, figure3). Any rebound scattering where the ball ends up outside the field of play willresult in goal-kick or corner-kick.

Miss-kicks (fumbles) will scatter for one square in a random direction.

A failed shot at goal counts as a turn-over.

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Figure 3: Scattering of the post

3.3 The Goal Keeper and Saving Shots at Goal

The goal keeper is a sacred player and any attempts to block the goal keeperwill not escape the vigilant eye of the referee! Blocking a goal keeper countsas a foul action and the referee may take the appropriate action on the blockingplayer. On a roll of a 4+ the blocking player will be sent off and a free-kick willbe awarded. The call may be argued or annulled by special play cards.

If any player is pushed back into goal (see figure 4) roll for injury as normal (itis not an automatic injury). The player is considered off the field even if notinjured and is therefore placed in the dugout. A player pushed back into a goalpost (figure 5) receives an automatic injury. The player, however is not pushedoff the field and is placed on the square at the base of the post (see figure 6).

Star player points are awarded to goal keepers who make saves as well asthe usual methods. A saved shot at goal will earn the keeper 3 star playerpoints. A fisted save will earn the keeper 1 star player point. All goal keepersmay choose from the goal keeper, and general skills. Skills from other groupsmay be taken on a doubles roll or as otherwise stated. Goal keeping skills areonly valid in the penalty area. i.e. goal kick can not be used to re-roll a kick inmid-field.

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Figure 4: Pushed back into the goal

Figure 5: The player is pushed back into the goal post

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Figure 6: The injured player is left on the field at the base of the post

Goal keepers can save different parts of the goal more easily depending upontheir size. There are three sizes of goal keeper, which are listed in table 2. If

LARGE (ogres, trolls, treemen, minotaurs etc.)MEDIUM (skaven, humans, elves, orcs, hobgoblins, undead, chaos, etc.)SMALL (dwarfs, halflings, goblins, snotlings etc.)

Table 2: Goal Keeper Sizes

the keeper is on the goal line (i.e. in the end zone) then a large goal keeperis assumed to take up 3 goal squares, a medium sized goal keeper 2 squares,and a small goal keeper 1 square. Figure 7 shows this more clearly. Theseare the goal squares a keeper can defend directly. The goal keeper save at +1on any of the squares they are assumed to cover. Saves are at +0 modifier inany adjacent square, -1 modifier two squares from the keeper and so on. Forexample a medium sized goal keeper on the goal line at the centre of the goalcan as described in figure 8. These modifiers are additive, i.e. a shot taken atlong range ending on a square in the goal mouth, assumed to be covered bythe keeper will give a +2 save modifier.

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Figure 7: A large keeper takes up the orange squares, a medium keeper coversthe blue and a small keeper takes up the yellow squares

Figure 8: Save modifiers for a medium keeper positioned on the goal line atthe centre of the goal

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Figure 9: The area that can be saved is reduced and the best save modifierremoved for every square a keeper is off his line

The further in-field the goal keeper goes the less goal area he can defend. Onthe end zone, in the centre square, a keeper may save the whole goal, thenext square into the field reduces the effective savable area by one square allround (now the goal mouth). A further square into the field will reduce this bythe same amount again, and so on until the keeper is in such a position thatnone of the goal can be saved. The highest save modifier is also removedeach for every square a moved into the field. For example, the orc keeper infigure 9 is two squares off his line. The +1 modifier goes and the savable areais reduced, meaning that the shot at goal has -1 save modifier (plus any othershot modifiers etc).

If the ball ends in the goal mouth then the goal keeper may attempt to save theball if he is in a position to do so. The goal keeper may attempt to save a shotat goal if the ball’s final position (after scattering) is not further than one squarefrom the keeper. Skills such as “diving save” will modify this distance.

Goal keepers may intercept the ball in the usual way, however a goal keepermay not attempt to intercept and then save the same shot if the interceptionfailed. Interception is useful when the ball is targeted at an unreachable partof the goal.

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The position of the goal keeper after saving the ball will be in the end zonedirectly inline with where the ball ended on the goal template. If this squareis occupied then the keeper may be placed in the square directly into the fieldfrom this point. If this square is also occupied then it is assumed that the goalkeeper was physically unable to reach the ball. Under certain circumstancesskills such as “Goalies leap” and “Diving Save” allow the keeper to dive or jumpover other players. It is therefore important to keep the end zone in front of thegoal free from players other than the goal keeper.

Opposing tackle zones on the goal keeper in his original position (before at-tempting to save a shot) will affect the ability to save a shot. The ball is consid-ered to be in the goal keepers control if the save is successful even if prone.Punched or fisted saves the ball will scatter. Saves are made against agility.

3.4 Freekicks and Penalties

A free-kick will be awarded to a team if a turn over results due to a foul action,i.e. a fouling player is caught by the referee and sent off. The closest playeron the team that was fouled to the fouled player takes the free-kick. The ballis given to this player. The player does not move to where the foul occurred.If there are players of equal distance from the fouled player then the coachof the fouled team may choose which player will take the free-kick. When thefree-kick is taken any opposing tackle zones do not affect the player taking thekick (they will still affect other opposing players though). A free-kick countsas a pass action and they may be used to score with in the usual way. If thefouled team is already in possession of the ball then it may attempt to “play theadvantage” rather than move the ball back to the place of the foul. To “playthe advantage” requires a roll of 4+ on a d6. If the roll is successful then nofree-kick is taken an play continues normally. A penalty will occur if a turnoverresults from a foul action in the penalty area. The closest attacking player isgiven the ball and is moved to the penalty spot where the kick is taken from. Ifthe penalty spot square is occupied by another player then the player’s coachmay nominate an adjacent square for the player to be placed in.

As with a free-kick no tackle zones affect the kicking player. Penalty-kicks areconsidered to be done at quick pass range so a -1 save modifier applies. Thegoal keeper (if still on the field) must be placed in the end zone in the centre ofthe goal (equal number of goal squares to each side). If this square is occupiedthen the square must be vacated in the same way as for the penalty spot. Ifa penalty-kick fails, but the ball remains in play a turn-over does not occur, sothe kicking team may attempt to reclaim the ball, however no shots, or passesmay be attempted until their next turn. A penalty-kick that is saved, goes outof bounds or scores counts as a turn-over as usual.

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3.5 Corner and Goal Kicks.

If the ball goes out of bounds behind the goal then either a goal-kick or acorner-kick will result. If the ball was last touched by a played attacking thatend then a goal-kick results. The ball is given to the goal-keeper. If the goalkeeper is stunned, off the field or out side of the penalty area then the ball isgiven to any defender in the penalty area. Failing this the ball is placed on thepenalty spot. A corner-kick is awarded if the ball comes off a defending playerand goes out of bounds behind the goal. The ball is placed in the corner mostsquare of the end zone on the side of the goal the ball went out on. The closestattacking player may take the corner-kick which counts as a pass action.

4 New Skills and Skill Modifications

These skills do not replace the skills already found in Blood Bowl, but supple-ment them. All skills are used in same way as in Blood Bowl. Either a re-roll,dice modification or agility roll. Any skill mentioned elsewhere, but not here willbe in Blood Bowl or Death Zone rule books.

4.1 Redundant Skills

The existing Blood Bowl and Death Zone skill descriptions that are no longerrelevant are Kick, Big Hand, Diving Catch, Extra Arms, Hailmary Pass, SafeThrow, Strong Arm, and Sure Hands. These skills have either been replacedor modified for use in Blood Bowl Soccer.

4.2 New Skill Descriptions

Back Heal

Passing skill. The player with this skill can kick the ball up to 2 squares in abackwards direction. This is not a pass so if it is not received by player onback-healer’s side no turn over will occur.

Block

General skill. This skill is identical to the existing “Block” skill with the additionthat if a player with the ball is pushed back the blocking player may attempt to“steal” the ball from the blocked player if they choose to “follow up”. To stealthe ball requires successful base agility roll and the blocking player will thenhave possession of the ball.

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Curving Kick

Passing skill. A player with this skill to attempt to kick around other players toavoid interception attempts. The ball can be kicked up to 2 squares diagonallyfrom kicker before going straight to a target square. Ball may move diagonallyat beginning of kick, at end of kick or both so long as it doesn’t travel more than2 squares diagonally from its forward direction.

Diving Header

Agility Skill. When a player is in the goal box he may move up to one square(as for “Diving Tackle”) to shoot the ball at goal. The player may not do this ifhe already has the ball, only if the ball ends in an adjacent square in the goalbox as a result of inaccurate pass etc.

Diving Save

Goal keeper skill. The goal keeper may move or dive an extra square to savea shot at goal. The goal keeper will end in a prone position, but no injury rollis made. The goal keeper is assumed to have control of the ball in this proneposition (unless the ball was fisted). The goal keeper may dive over proneplayers.

Dribble

Agility skill. This is the works the same way as the “Catch Skill” in the normalBlood Bowl game.

Extra Arms

Goal keeper skill/Physical ability. This skill is the same as “extra arms” in thestandard Blood Bowl, but may only be taken by goal keepers. The bonusesapply to saving.

Extra Legs

Physical ability. This replaces the “extra arms” skill found in the normal BloodBowl game.

Fist

Goal keeper skill. Fisting or punching the ball away instead of catching the ballis easier, but it is not necessarily a safer option. The ball will scatter 3 times

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using the d8 scatter template from the goal keeper’s position. Fisting gives +1modifier to save.

Goal Kick

Goal keeper skill. This allows a goal keeper to re-roll inaccurate and fumbledgoal kicks.

Goalies Leap

Goal keeper skill. This skill enables a goal keeper to leap over another playerto save a shot at goal. The ball must, if the other player was not there, be in asavable position. This skill may be combined with “Diving save”.

Growth

Physical ability. This gives a +1 to save for goal keepers, and a +1 to interceptfor players.

Hold Off

Strength skill. This skill allows a player to negate a tackle zone effect. If theplayer has strength 5 or greater then he can attempt to negate a further tacklezone on roll of 4+.

Long Arms

Goal keeper/Physical ability. Any player with this attribute can save with a +1modifier.

Pass/Shot Block

General skill. This is the same as “Pass Block” in normal Blood Bowl, butextended to include the fact it may be done against shots as well as passes.

Pass/Shot Save

Goal keeper skill. This skill is much the same as “Pass Block” in normal BloodBowl. This skill allows a goal keeper to move up to 3 squares to save a ballby either catching at -2 or fisting (if the goal keeper has the “Fist” skill) at -1modifier.

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Penalty Kick

Passing skill. Players with this skill may re-roll inaccurate or fumbled penaltyshots. The goal keeper receives a -1 save modifier when attempting to savepenalty shots taken by players with this skill.

Safe Hands

Goal keeper skill. The goal keeper may re-roll a failed save.

Shoot

Passing skill. This allows a player to re-roll shots and passes. It is basicallythe same as the “Pass” skill in normal Blood Bowl.

Sliding Tackle

General skill. The player can attempt to get ball from opposing player in anadjacent square without throwing a block.

Steal Ball

General skill. The player may re-roll any failed attempt to get the ball afterpushing back opposing player with ball during a block. This skill representshow good a player is at tackling the ball away from another player.

Strong Kick

Passing skill. This is the same as “Strong Arm” in Blood Bowl.

Super Kick

Passing skill. This skill is the same as “Hail Mary Pass” in normal Blood Bowl.This kick scatters the same way a long bomb scatters.

Trap Ball

Agility skill. This is the same a “Diving Catch” in Blood Bowl.

Tricky Kick

Agility skill. This gives a modification of -1 to any attempt to steel the ball off aplayer after a push back during a block action.

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Volley

Agility skill. The player does not have to control the ball before passing orshooting. With this skill is it is possible to pass twice in a single turn ratherthan only once. A player with this skill may choose to “Dribble” and maintainthe ball OR do an immediate pass or shot. This skill can’t be used more thanonce in a single turn.

5 New Game Pieces and Special Play Cards

5.1 New Game Pieces

There are a few new game pieces that need to be made, but can be doneso very simply. The goal template can easily be made from card-board. Ipainted the centre circle and the goal box markings on clear plastic sheetsso they could be just placed on the board. The board’s markings still beingvisible through the plastic. It is easy enough to combine the goal box andgoal template as a single piece to reduce the amount of slide that some timesoccurs. Templates for these pieces can be found in the end of this document.

5.2 Special Play Cards

The special play cards, leagues, and competitions found in the existing BloodBowl game can easily be adapted to suit this variant. I made no attempt to Thefollowing are a couple of ideas I have had regarding special play cards. Unlikethe above rules they have not been play tested.

Gazza’s Knee

Random event. Play this card when an player of the opposing team has gonefor it, play this card. Unfortunately they suffer a nasty knee injury and mustmiss the remainder of the game and the following game. Roll a dice. On a rollof 6 the injury will be niggling!!

Magic Wall

Magic Item. Play this card just after the opposing team has made an accurateshot at goal. Suddenly a invisible wall covering the goal mouth will be pro-duced. The ball will rebound back in to the field d6 squares according to thethrow in template. Count the end zone as the first square.

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Cantona Kick

Random Event. This card can be played on an opposing player who is aboutto commit a foul action. The player reacts badly to the crowds reaction andlashes out. The player is immediately sent off and banned for the remainder ofthe game, and the team loses 1d6 x 100000gp of gate takings.

Bribe the Goalkeeper!

Random Event. Play this card on the opposing team when their goalkeeper isabout to make a save. It is discovered that the goalkeeper has been bribedinto throwing the match and deliberately dives in the opposite direction lettingthe ball head unopposed towards goal. Not only does the keeper not makeany save, but after the match disappears with any team winnings. On a roll of6 he will never return to the team!

6 The Teams

These are all the Blood Bowl teams converted for the soccer variant. No starplayers have been converted since that can be easily done with the skills listedabove. The re-roll counter costs can be found in the Blood Bowl and DeathZone rule books.

ChaosPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick 6 3 3 8 70,000Chaos Beastmen 0-11 Horns 6 3 3 8 60,000Beastmen Forward 0-2 Shoot 6 3 3 8 70,000Chaos Warrior De-fender

0-2 Steal Ball 5 4 3 9 100,000

Chaos DwarfsPlayer Qty. Skills MV ST AG AV CostGoal Keeper (Hobgoblin) 1-2 Safe Hands, Goal Kick 6 3 3 7 60,000Hobgoblin Mid-Fielder 0-11 None 6 3 3 7 40,000Hobgoblin Forward 0-2 Dribble, Shoot 6 3 3 7 70,000Dwarf Defender 0-4 Block, Tackle, 4 3 2 9 70,000

Thick Skull, Steal Ball

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DwarfsPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick, Thick Skull 5 3 3 9 80,000Long Beards 0-11 Block, Thick Skull, Tackle 4 3 2 9 70,000Forward 0-2 Dribble, Shoot, Thick Skull 6 3 3 8 80,000Defender 0-2 Block, Thick Skull, Steal Ball 5 3 3 9 80,000Troll Slayer 0-2 Block, Thick Skull, Frenzy, 5 3 2 8 90,000

Dauntless

Dark ElvesPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick 6 3 4 8 80,000Mid-Fielder 0-11 None 6 3 4 8 70,000Forward 0-2 Shoot 7 3 4 8 100,000Defender 0-2 Block, Steal Ball 6 3 4 8 90,000Witch Elf 0-2 Frenzy, Dodge, Jump Up 7 3 4 7 110,000

GoblinsPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick, Stunty, 6 2 3 7 60,000

Right Stuff, DodgeMid-Fielder 0-11 Stunty, Right Stuff, Dodge 6 2 3 7 40,000Forward 0-2 Dribble, Shoot, Right Stuff, Stunty 6 2 3 7 50,000Defender 0-2 Steal Ball, Stunty, Right Stuff, 4 4 2 9 50,000

Dodge

HalflingsPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Dodge, Safe Hands, Goal Kick, 5 2 3 6 40,000

Stunty, Right StuffMid-Fielder 0-11 Dodge, Stunty, Right Stuff 5 2 3 6 30,000Forward 0-2 Dribble, Stunty, Right Stuff, Shoot 5 2 3 6 40,000Defender 0-2 Dodge, Stunty, Right Stuff, 5 3 3 6 40,000

Steel Ball

High ElvesPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick 6 3 4 8 80,000Mid-Fielder 0-11 None 6 3 4 8 70,000Phoenix Warrior 0-2 Dribble 6 3 4 8 80,000Lion Warrior 0-2 Shoot 8 3 4 7 90,000Dragon Warrior 0-2 Block, Steal Ball 7 3 4 8 100,000

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HumansPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick 6 3 3 8 80,000Mid-Fielder 0-11 None 6 3 3 7 50,000Forward 0-4 Shoot, Dodge, Dribble 6 2 3 7 90,000Defender 0-4 Block, Steel Ball 6 3 3 8 70,000

OrcsPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick 5 3 3 9 70,000Mid-Fielder 0-11 None 5 3 3 9 50,000Forward 0-2 Dribble, Shoot 5 3 3 9 70,000Black Orc 0-4 None 4 4 2 9 90,000Defender 0-4 Block, Steal Ball 6 3 3 9 80,000

SkavenPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick 7 3 3 7 70,000Mid-Fielder 0-11 None 7 3 3 7 50,000Gutter Runner 0-4 Dodge, Shoot 9 2 4 7 80,000Defender 0-2 Block, Steal Ball 7 3 3 7 90,000

UndeadPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick, 5 3 3 9 40,000

RegenerateSkeleton Mid-Fielder

0-11 Regenerate 5 3 3 9 30,000

Zombie Mid-Fielders

0-8 Regenerate 4 3 2 8 30,000

Ghoul Forward 0-4 Dodge, Shoot, Regenerate 7 3 3 7 70,000Wight Defenders 0-2 Block, Steal Ball, 4 4 2 9 90,000

RegenerateMummy 0-2 Mighty Blow, Regenerate 3 5 2 9 100,000

Wood ElvesPlayer Qty. Skills MV ST AG AV CostGoal Keeper 1-2 Safe Hands, Goal Kick 7 3 4 7 80,000Mid-fielder 0-11 None 7 3 4 7 70,000Forward 0-4 Dribble, Dodge 9 2 4 7 90,000Striker 0-2 Shoot 7 3 4 7 90,000Wardancer Defend-ers

0-2 Block, Steel Ball, Dodge, 8 3 4 7 120,000

Leap

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Index

Back Heal, 14Block, 14

Centre Circle, 4Centre Circle Template, 18Chaos, 19Chaos Dwarfs, 19Corner Kicks, 14Curving Kick, 15

Dark Elves, 20Diving Header, 15Diving Save, 15Dribble, 15Dwarfs, 20

Extra Arms, 15Extra Legs, 15

Field, 4Centre Circle, 4Goals, 4Penalty Area, 4

Fist, 15Fouls

Freekicks, 13Penalties, 13Play the Advantage, 13

Freekicks, 13

Game Pieces, 18Centre Circle, 18Goal Box, 18Goal Template, 18Special Play Cards, 18

Goal Box Template, 18Goal Keepers, 8

Blocking, 8Goal Kicks, 14Saving Shots, 8Sizes, 10

Star Player Points, 8Goal Kick, 16Goal Kicks, 14Goal Posts, 7Goalies Leap, 16Goals, 4Goblins, 20Growth, 16

Halflings, 20High Elves, 20Hold Off, 16Humans, 21

Kick Off, 6

Long Arms, 16

New Field, 4

Orcs, 21

Pass/Shot Block, 16Pass/Shot Save, 16Passing, 6Penalties, 13Penalty Area, 4Penalty Kick, 17Play the Advantage, 13

Redundant Skills, 14

Safe Hands, 17Save Modifiers, 7Saving Shots, 8Scattering

Passes, 7Shots, 7

Shoot, 17Shooting, 6Skaven, 21Skill Descriptions, 14

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SkillsAgility Skills

Diving Header, 15Dribble, 15Trap Ball, 17Tricky Kick, 17Volley, 18

General SkillsBlock, 14Pass/Shot Block, 16Sliding Tackle, 17Steal Balll, 17

Goal Keeper SkillsDiving Save, 15Extra Arms, 15Fist, 15Goal Kick, 16Goalies Leap, 16Long Arms, 16Pass/Shot Save, 16Safe Hands, 17

Passing SkillsBack Heal, 14Curving Kick, 15Penalty Kick, 17Shoot, 17Strong Kick, 17Super Kick, 17

Physcial AbilitiesLong Arms, 16

Physical AbilitiesExtra Legs, 15Growth, 16

Redundant Skills, 14Skill Descriptions, 14Strength Skills

Hold Off, 16Sliding Tackle, 17Special Play Cards, 18

Bribe the Goalkeeper, 19Cantona Kick, 19Gazza’s Knee, 18Magic Wall, 18

Steal Ball, 17Strong Kick, 17Super Kick, 17

Teams, 19Chaos, 19Chaos Dwarfs, 19Dark Elves, 20Dwarfs, 20Goblins, 20Halflings, 20High Elves, 20Humans, 21Orcs, 21Skaven, 21Undead, 21Wood Elves, 21

Trap Ball, 17Tricky Kick, 17

Undead, 21

Volley, 18

Wood Elves, 21

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