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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 unofcial rules.
A This document was typeset using LTEX 2 . www.goldsh.org.uk/bbsoccer.html

Contents
1 2 Introduction . . . . . . . . . . . . . . . . . . . . . . The New Rules! . . . . . . . . . . . . . . . . . . . 2.1 The New Field. . . . . . . . . . . . . . . . . 3 Playing the Game! . . . . . . . . . . . . . . . . . . 3.1 The Kickoff . . . . . . . . . . . . . . . . . . 3.2 Passing and Shooting for Goal . . . . . . . 3.3 The Goal Keeper and Saving Shots at Goal 3.4 Freekicks and Penalties . . . . . . . . . . . 3.5 Corner and Goal Kicks. . . . . . . . . . . . 4 New Skills and Skill Modications . . . . . . . . . . 4.1 Redundant Skills . . . . . . . . . . . . . . . 4.2 New Skill Descriptions . . . . . . . . . . . . 5 New Game Pieces and Special Play Cards . . . . 5.1 New Game Pieces . . . . . . . . . . . . . . 5.2 Special Play Cards . . . . . . . . . . . . . . 6 The Teams . . . . . . . . . . . . . . . . . . . . . . Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . Goal Template . . . . . . . . . . . . . . . . . . . . . . . Centre Circle Template . . . . . . . . . . . . . . . . . . . Penalty Area Template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4 4 6 6 6 8 13 14 14 14 14 18 18 18 19 21 25 26 27

1 Introduction
Deep in the annuls of Blood Bowl history there is a small recording of a team known simply as the Albion Wanderers. In the days of chaos and confusion after the collapse of the NAF, this team is rumoured to have given up Blood Bowl 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 nd an entire league known as the Albion Football league or FA for short. A brief description of the game was published in the SPIKE! Magazine. An abridged version of this is printed here. The game consists of the normal Blood Bowl eld, but with two 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 as players blocking this goal keeper are often sent off by the referee. Having said that, there is no shortage of the rough and tumble we have come to expect in the traditional form of the game. There is little handling of the ball in fact it appeared that any player handling the ball, whilst not penalized, was severely harassed by the crowds and blocks against this player seemed all that much rougher. All in all if this game reaches the Empire it will surely catch on. The following pages detail the new rules, and any changes to the existing 3rd edition Blood Bowl rules that are required to convert the game of fantasy American football the that ever popular version played around the world known as soccer! It was back in 1995 when I was enjoying playing a Skaven team in a small Blood Bowl league with some friends when the comment how about Blood Bowl soccer? came up. In the conversation that ensued a few ideas sprang out and it became more apparent that this was not such a silly idea! I drafted out some rules converting the Blood Bowl rules to soccer rules. We played the game, more importantly the game worked! This is the third edition of these rules. They were rst published on the internet courtesy of the Blood Bowl Mailing List in 1995. Unfortunately the original version has been lost. Since then there has been two revisions. After the rst rewrite, the game was thoroughly play tested in the U.S. under the existing league rules. A special thanks should 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 postman asked questions and gave the useful suggestions which culminated in this, the third revision. Enjoy! Martin Howard, November 1996.

Other than a few minor typographical and layout changes, these rules are identical to those which in 1996 I submitted to the Games Workshops Citadel Journal for publication. Even though Games Workshop liked the idea they thought the rules too extreme for publication. I might be tempted to tidy these rules up 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 Magazine. However, I must pointout that, apparently, the act of submission passed the copywrite from me to Games Workshop. Martin Howard, May 2001. Its nearly 8 years ago since I submitted the rules to Games Workshop, and nearly 10 years ago since the rst rules were published! Ive nally decided to re-publish the rules using all the latest technologies. Inside you will nd photos of the Blood Bowl Soccer eld, the various new templates and game-play examples. There are no differences from the previous edition, other than one or two corrections and the ironing out of a couple of inconsistencies. Since the 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 has not changed. These rules should, therefore, be completely compatible with any changes made to the 4th edition rules. Martin Howard, February 2004.

2 The New Rules!


The game mechanics for Blood Bowl Soccer are identical to those of the normal variant. The differences in how the game is played arise from a variety of new skills particular to soccer and slightly different eld markings. Templates for the new eld markings can be found at the end of this document.

2.1 The New Field.


The eld of play for Blood Bowl Soccer is simply the standard board with a few additional markings. The new eld 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 1 shows the penalty area positioned on the Blood Bowl board. The area is outlined with the dashed white line and the penalty spot is marked by the white dot. The Centre Circle: This basically marked by the skulls, and is shown in gure 2. The centre spot is marked by the white dot. The centre circle now represents what was the line of scrimmage. The Goals: The goals are the only new pieces that need to be made. The templates are 7 by 4 squares in size. The goal mouth is 5x3 squares in area. The remaining squares on the template represent the posts and cross bar of the goal. The goal template and where it is placed next to the board is shown in gure 1. Essentially the goal template represents the vertical face of the goal. For this reason players can not be placed on the template.

Figure 1: The penalty area and goal

Figure 2: The centre circle 5

3 Playing the Game!


3.1 The Kickoff
Both teams at the kick off set up according to the normal restrictions. However, the centre line for the two teams is now dened by the circle and the actual centre line either side (see gure 2 above). This means that only the player 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 the team kicking off. The player is placed in the centre most square and is given the ball. The side kicking off sets up last and both teams must have at least three players 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 off table is that a Bad Kick now means the kick off pass is inaccurate and scatters 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 the kick off teams half. The team kicking off does not have to make the pass its rst action, but the player kicking the ball off may not move before passing the ball, i.e. the ball must be kicked-off from the centre spot. If a kick off pass is made at hand off distance it still counts as a pass action. This is to prevent scoring 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. Only one pass or shot action may be made per turn. This rule can be broken only when a the player who recieves the pass is inside the penalty area. In this case they can decide to take a shot at goal, but it must be the rst action to follow the successful receive (catch). Inaccurate passes and shots will scatter differently depending on the distance of the pass or shot. Typically an inaccurate long shot or pass will end up much further from the desired target than a short pass or shot. For obvious reasons a shot taken half way down the eld will be easier for the keeper to save than one taken at point blank range! To account for this, save modiers are used. These modify the dice roll required by the goal keeper to make a successful save. These modiers and scatters are given in the table 1 below. The random distance can be found by using the numbered counters in the Blood Bowl 6

Range of Shot/Pass Save Modier Quick Pass/Shot Short Pass/Shot Long Pass/Shot Long Bomb -1 0 +1 +2

Distance Scattered (Random Direction) 1-2 squares 1-3 squares 1-4 squares 1-6 squares

Table 1: Scattering of Shots and Passes

game or by modifying a dice roll accordingly. The direction is found in the usual way. When shooting for goal, rst nominate the square on the goal template you are aiming for and then roll to shoot, applying any scattering that may occur. If the ball ends in the goal mouth then the goal keeper may attempt to save the ball if 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 determined by the scatter template (centre placed over the square which the ball hit) for the same distance as an inaccurate shot of the same range would scatter. 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 5 squares in the direction 5 will score. Likewise scattering of 1 to 2 squares in direction 8 will score, but scattering of 3 or more squares, in this case, would put the ball back into the eld of play. A ball rebounding off a post parallel to the to the end zone is assumed to actually be in the end zone (e.g. scattering in direction 4 in the example, gure 3). Any rebound scattering where the ball ends up outside the eld of play will result 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.

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 keeper will not escape the vigilant eye of the referee! Blocking a goal keeper counts as a foul action and the referee may take the appropriate action on the blocking player. On a roll of a 4+ the blocking player will be sent off and a free-kick will be awarded. The call may be argued or annulled by special play cards. If any player is pushed back into goal (see gure 4) roll for injury as normal (it is not an automatic injury). The player is considered off the eld even if not injured and is therefore placed in the dugout. A player pushed back into a goal post (gure 5) receives an automatic injury. The player, however is not pushed off the eld and is placed on the square at the base of the post (see gure 6). Star player points are awarded to goal keepers who make saves as well as the usual methods. A saved shot at goal will earn the keeper 3 star player points. A sted save will earn the keeper 1 star player point. All goal keepers may choose from the goal keeper, and general skills. Skills from other groups may be taken on a doubles roll or as otherwise stated. Goal keeping skills are only valid in the penalty area. i.e. goal kick can not be used to re-roll a kick in mid-eld.

Figure 4: Pushed back into the goal

Figure 5: The player is pushed back into the goal post 9

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

Goal keepers can save different parts of the goal more easily depending upon their 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, halings, 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 keeper is 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. These are the goal squares a keeper can defend directly. The goal keeper save at +1 on any of the squares they are assumed to cover. Saves are at +0 modier in any adjacent square, -1 modier two squares from the keeper and so on. For example a medium sized goal keeper on the goal line at the centre of the goal can as described in gure 8. These modiers are additive, i.e. a shot taken at long range ending on a square in the goal mouth, assumed to be covered by the keeper will give a +2 save modier.

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

Figure 8: Save modiers for a medium keeper positioned on the goal line at the centre of the goal

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Figure 9: The area that can be saved is reduced and the best save modier removed for every square a keeper is off his line The further in-eld the goal keeper goes the less goal area he can defend. On the end zone, in the centre square, a keeper may save the whole goal, the next square into the eld reduces the effective savable area by one square all round (now the goal mouth). A further square into the eld will reduce this by the same amount again, and so on until the keeper is in such a position that none of the goal can be saved. The highest save modier is also removed each for every square a moved into the eld. For example, the orc keeper in gure 9 is two squares off his line. The +1 modier goes and the savable area is reduced, meaning that the shot at goal has -1 save modier (plus any other shot modiers etc). If the ball ends in the goal mouth then the goal keeper may attempt to save the ball if he is in a position to do so. The goal keeper may attempt to save a shot at goal if the balls nal position (after scattering) is not further than one square from the keeper. Skills such as diving save will modify this distance. Goal keepers may intercept the ball in the usual way, however a goal keeper may not attempt to intercept and then save the same shot if the interception failed. Interception is useful when the ball is targeted at an unreachable part of the goal.

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The position of the goal keeper after saving the ball will be in the end zone directly inline with where the ball ended on the goal template. If this square is occupied then the keeper may be placed in the square directly into the eld from this point. If this square is also occupied then it is assumed that the goal keeper was physically unable to reach the ball. Under certain circumstances skills such as Goalies leap and Diving Save allow the keeper to dive or jump over other players. It is therefore important to keep the end zone in front of the goal free from players other than the goal keeper. Opposing tackle zones on the goal keeper in his original position (before attempting to save a shot) will affect the ability to save a shot. The ball is considered to be in the goal keepers control if the save is successful even if prone. Punched or sted 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 player on the team that was fouled to the fouled player takes the free-kick. The ball is 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 coach of the fouled team may choose which player will take the free-kick. When the free-kick is taken any opposing tackle zones do not affect the player taking the kick (they will still affect other opposing players though). A free-kick counts as a pass action and they may be used to score with in the usual way. If the fouled team is already in possession of the ball then it may attempt to play the advantage rather than move the ball back to the place of the foul. To play the advantage requires a roll of 4+ on a d6. If the roll is successful then no free-kick is taken an play continues normally. A penalty will occur if a turnover results from a foul action in the penalty area. The closest attacking player is given the ball and is moved to the penalty spot where the kick is taken from. If the penalty spot square is occupied by another player then the players coach may 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 are considered to be done at quick pass range so a -1 save modier applies. The goal keeper (if still on the eld) must be placed in the end zone in the centre of the goal (equal number of goal squares to each side). If this square is occupied then the square must be vacated in the same way as for the penalty spot. If a penalty-kick fails, but the ball remains in play a turn-over does not occur, so the kicking team may attempt to reclaim the ball, however no shots, or passes may be attempted until their next turn. A penalty-kick that is saved, goes out of bounds or scores counts as a turn-over as usual. 13

3.5 Corner and Goal Kicks.


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

4 New Skills and Skill Modications


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

4.1 Redundant Skills


The existing Blood Bowl and Death Zone skill descriptions that are no longer relevant are Kick, Big Hand, Diving Catch, Extra Arms, Hailmary Pass, Safe Throw, Strong Arm, and Sure Hands. These skills have either been replaced or modied 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 a backwards direction. This is not a pass so if it is not received by player on back-healers side no turn over will occur. Block General skill. This skill is identical to the existing Block skill with the addition that 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 steal the ball requires successful base agility roll and the blocking player will then have possession of the ball.

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Curving Kick Passing skill. A player with this skill to attempt to kick around other players to avoid interception attempts. The ball can be kicked up to 2 squares diagonally from kicker before going straight to a target square. Ball may move diagonally at beginning of kick, at end of kick or both so long as it doesnt travel more than 2 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 if he already has the ball, only if the ball ends in an adjacent square in the goal box as a result of inaccurate pass etc. Diving Save Goal keeper skill. The goal keeper may move or dive an extra square to save a shot at goal. The goal keeper will end in a prone position, but no injury roll is made. The goal keeper is assumed to have control of the ball in this prone position (unless the ball was sted). The goal keeper may dive over prone players. Dribble Agility skill. This is the works the same way as the Catch Skill in the normal Blood Bowl game. Extra Arms Goal keeper skill/Physical ability. This skill is the same as extra arms in the standard Blood Bowl, but may only be taken by goal keepers. The bonuses apply to saving. Extra Legs Physical ability. This replaces the extra arms skill found in the normal Blood Bowl game. Fist Goal keeper skill. Fisting or punching the ball away instead of catching the ball is easier, but it is not necessarily a safer option. The ball will scatter 3 times 15

using the d8 scatter template from the goal keepers position. Fisting gives +1 modier to save. Goal Kick Goal keeper skill. This allows a goal keeper to re-roll inaccurate and fumbled goal kicks. Goalies Leap Goal keeper skill. This skill enables a goal keeper to leap over another player to save a shot at goal. The ball must, if the other player was not there, be in a savable 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 intercept for players. Hold Off Strength skill. This skill allows a player to negate a tackle zone effect. If the player has strength 5 or greater then he can attempt to negate a further tackle zone on roll of 4+. Long Arms Goal keeper/Physical ability. Any player with this attribute can save with a +1 modier. Pass/Shot Block General skill. This is the same as Pass Block in normal Blood Bowl, but extended 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 Blood Bowl. This skill allows a goal keeper to move up to 3 squares to save a ball by either catching at -2 or sting (if the goal keeper has the Fist skill) at -1 modier.

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Penalty Kick Passing skill. Players with this skill may re-roll inaccurate or fumbled penalty shots. The goal keeper receives a -1 save modier when attempting to save penalty 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 basically the same as the Pass skill in normal Blood Bowl. Sliding Tackle General skill. The player can attempt to get ball from opposing player in an adjacent square without throwing a block. Steal Ball General skill. The player may re-roll any failed attempt to get the ball after pushing back opposing player with ball during a block. This skill represents how 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 modication of -1 to any attempt to steel the ball off a player after a push back during a block action. 17

Volley Agility skill. The player does not have to control the ball before passing or shooting. With this skill is it is possible to pass twice in a single turn rather than only once. A player with this skill may choose to Dribble and maintain the ball OR do an immediate pass or shot. This skill cant be used more than once 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 done so very simply. The goal template can easily be made from card-board. I painted the centre circle and the goal box markings on clear plastic sheets so they could be just placed on the board. The boards markings still being visible through the plastic. It is easy enough to combine the goal box and goal template as a single piece to reduce the amount of slide that some times occurs. 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 Blood Bowl game can easily be adapted to suit this variant. I made no attempt to The following are a couple of ideas I have had regarding special play cards. Unlike the above rules they have not been play tested. Gazzas Knee Random event. Play this card when an player of the opposing team has gone for it, play this card. Unfortunately they suffer a nasty knee injury and must miss the remainder of the game and the following game. Roll a dice. On a roll of 6 the injury will be niggling!! Magic Wall Magic Item. Play this card just after the opposing team has made an accurate shot at goal. Suddenly a invisible wall covering the goal mouth will be produced. The ball will rebound back in to the eld d6 squares according to the throw in template. Count the end zone as the rst square.

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Cantona Kick Random Event. This card can be played on an opposing player who is about to commit a foul action. The player reacts badly to the crowds reaction and lashes out. The player is immediately sent off and banned for the remainder of the 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 is about to make a save. It is discovered that the goalkeeper has been bribed into throwing the match and deliberately dives in the opposite direction letting the ball head unopposed towards goal. Not only does the keeper not make any save, but after the match disappears with any team winnings. On a roll of 6 he will never return to the team!

6 The Teams
These are all the Blood Bowl teams converted for the soccer variant. No star players have been converted since that can be easily done with the skills listed above. The re-roll counter costs can be found in the Blood Bowl and Death Zone rule books.
Chaos Skills Safe Hands, Goal Kick Horns Shoot Steal Ball

Player Goal Keeper Chaos Beastmen Beastmen Forward Chaos Warrior Defender

Qty. 1-2 0-11 0-2 0-2

MV 6 6 6 5

ST 3 3 3 4

AG 3 3 3 3

AV 8 8 8 9

Cost 70,000 60,000 70,000 100,000

Player Goal Keeper (Hobgoblin) Hobgoblin Mid-Fielder Hobgoblin Forward Dwarf Defender

Qty. 1-2 0-11 0-2 0-4

Chaos Dwarfs Skills Safe Hands, Goal Kick None Dribble, Shoot Block, Tackle, Thick Skull, Steal Ball

MV 6 6 6 4

ST 3 3 3 3

AG 3 3 3 2

AV 7 7 7 9

Cost 60,000 40,000 70,000 70,000

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Player Goal Keeper Long Beards Forward Defender Troll Slayer

Qty. 1-2 0-11 0-2 0-2 0-2

Dwarfs Skills Safe Hands, Goal Kick, Thick Skull Block, Thick Skull, Tackle Dribble, Shoot, Thick Skull Block, Thick Skull, Steal Ball Block, Thick Skull, Frenzy, Dauntless

MV 5 4 6 5 5

ST 3 3 3 3 3

AG 3 2 3 3 2

AV 9 9 8 9 8

Cost 80,000 70,000 80,000 80,000 90,000

Player Goal Keeper Mid-Fielder Forward Defender Witch Elf

Qty. 1-2 0-11 0-2 0-2 0-2

Dark Elves Skills Safe Hands, Goal Kick None Shoot Block, Steal Ball Frenzy, Dodge, Jump Up

MV 6 6 7 6 7

ST 3 3 3 3 3

AG 4 4 4 4 4

AV 8 8 8 8 7

Cost 80,000 70,000 100,000 90,000 110,000

Player Goal Keeper Mid-Fielder Forward Defender

Qty. 1-2 0-11 0-2 0-2

Goblins Skills Safe Hands, Goal Kick, Stunty, Right Stuff, Dodge Stunty, Right Stuff, Dodge Dribble, Shoot, Right Stuff, Stunty Steal Ball, Stunty, Right Stuff, Dodge

MV 6 6 6 4

ST 2 2 2 4

AG 3 3 3 2

AV 7 7 7 9

Cost 60,000 40,000 50,000 50,000

Player Goal Keeper Mid-Fielder Forward Defender

Qty. 1-2 0-11 0-2 0-2

Halings Skills Dodge, Safe Hands, Goal Kick, Stunty, Right Stuff Dodge, Stunty, Right Stuff Dribble, Stunty, Right Stuff, Shoot Dodge, Stunty, Right Stuff, Steel Ball

MV 5 5 5 5

ST 2 2 2 3

AG 3 3 3 3

AV 6 6 6 6

Cost 40,000 30,000 40,000 40,000

Player Goal Keeper Mid-Fielder Phoenix Warrior Lion Warrior Dragon Warrior

Qty. 1-2 0-11 0-2 0-2 0-2

High Elves Skills Safe Hands, Goal Kick None Dribble Shoot Block, Steal Ball

MV 6 6 6 8 7

ST 3 3 3 3 3

AG 4 4 4 4 4

AV 8 8 8 7 8

Cost 80,000 70,000 80,000 90,000 100,000

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Player Goal Keeper Mid-Fielder Forward Defender

Qty. 1-2 0-11 0-4 0-4

Humans Skills Safe Hands, Goal Kick None Shoot, Dodge, Dribble Block, Steel Ball

MV 6 6 6 6

ST 3 3 2 3

AG 3 3 3 3

AV 8 7 7 8

Cost 80,000 50,000 90,000 70,000

Player Goal Keeper Mid-Fielder Forward Black Orc Defender

Qty. 1-2 0-11 0-2 0-4 0-4

Orcs Skills Safe Hands, Goal Kick None Dribble, Shoot None Block, Steal Ball

MV 5 5 5 4 6

ST 3 3 3 4 3

AG 3 3 3 2 3

AV 9 9 9 9 9

Cost 70,000 50,000 70,000 90,000 80,000

Player Goal Keeper Mid-Fielder Gutter Runner Defender

Qty. 1-2 0-11 0-4 0-2

Skaven Skills Safe Hands, Goal Kick None Dodge, Shoot Block, Steal Ball

MV 7 7 9 7

ST 3 3 2 3

AG 3 3 4 3

AV 7 7 7 7

Cost 70,000 50,000 80,000 90,000

Player Goal Keeper Skeleton MidFielder Zombie MidFielders Ghoul Forward Wight Defenders Mummy

Qty. 1-2 0-11 0-8 0-4 0-2 0-2

Undead Skills Safe Hands, Goal Kick, Regenerate Regenerate Regenerate Dodge, Shoot, Regenerate Block, Steal Ball, Regenerate Mighty Blow, Regenerate

MV 5 5 4 7 4 3

ST 3 3 3 3 4 5

AG 3 3 2 3 2 2

AV 9 9 8 7 9 9

Cost 40,000 30,000 30,000 70,000 90,000 100,000

Player Goal Keeper Mid-elder Forward Striker Wardancer Defenders

Qty. 1-2 0-11 0-4 0-2 0-2

Wood Elves Skills Safe Hands, Goal Kick None Dribble, Dodge Shoot Block, Steel Ball, Dodge, Leap

MV 7 7 9 7 8

ST 3 3 2 3 3

AG 4 4 4 4 4

AV 7 7 7 7 7

Cost 80,000 70,000 90,000 90,000 120,000

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Index
Back Heal, 14 Block, 14 Centre Circle, 4 Centre Circle Template, 18 Chaos, 19 Chaos Dwarfs, 19 Corner Kicks, 14 Curving Kick, 15 Dark Elves, 20 Diving Header, 15 Diving Save, 15 Dribble, 15 Dwarfs, 20 Extra Arms, 15 Extra Legs, 15 Field, 4 Centre Circle, 4 Goals, 4 Penalty Area, 4 Fist, 15 Fouls Freekicks, 13 Penalties, 13 Play the Advantage, 13 Freekicks, 13 Game Pieces, 18 Centre Circle, 18 Goal Box, 18 Goal Template, 18 Special Play Cards, 18 Goal Box Template, 18 Goal Keepers, 8 Blocking, 8 Goal Kicks, 14 Saving Shots, 8 Sizes, 10 22 Star Player Points, 8 Goal Kick, 16 Goal Kicks, 14 Goal Posts, 7 Goalies Leap, 16 Goals, 4 Goblins, 20 Growth, 16 Halings, 20 High Elves, 20 Hold Off, 16 Humans, 21 Kick Off, 6 Long Arms, 16 New Field, 4 Orcs, 21 Pass/Shot Block, 16 Pass/Shot Save, 16 Passing, 6 Penalties, 13 Penalty Area, 4 Penalty Kick, 17 Play the Advantage, 13 Redundant Skills, 14 Safe Hands, 17 Save Modiers, 7 Saving Shots, 8 Scattering Passes, 7 Shots, 7 Shoot, 17 Shooting, 6 Skaven, 21 Skill Descriptions, 14

Skills Agility Skills Diving Header, 15 Dribble, 15 Trap Ball, 17 Tricky Kick, 17 Volley, 18 General Skills Block, 14 Pass/Shot Block, 16 Sliding Tackle, 17 Steal Balll, 17 Goal Keeper Skills Diving Save, 15 Extra Arms, 15 Fist, 15 Goal Kick, 16 Goalies Leap, 16 Long Arms, 16 Pass/Shot Save, 16 Safe Hands, 17 Passing Skills Back Heal, 14 Curving Kick, 15 Penalty Kick, 17 Shoot, 17 Strong Kick, 17 Super Kick, 17 Physcial Abilities Long Arms, 16 Physical Abilities Extra Legs, 15 Growth, 16 Redundant Skills, 14 Skill Descriptions, 14 Strength Skills Hold Off, 16 Sliding Tackle, 17 Special Play Cards, 18 Bribe the Goalkeeper, 19 Cantona Kick, 19 Gazzas Knee, 18 Magic Wall, 18 23

Steal Ball, 17 Strong Kick, 17 Super Kick, 17 Teams, 19 Chaos, 19 Chaos Dwarfs, 19 Dark Elves, 20 Dwarfs, 20 Goblins, 20 Halings, 20 High Elves, 20 Humans, 21 Orcs, 21 Skaven, 21 Undead, 21 Wood Elves, 21 Trap Ball, 17 Tricky Kick, 17 Undead, 21 Volley, 18 Wood Elves, 21

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