Blood Bowl - Spike Journal Issue - #09

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The magazine discusses three types of mixed Blood Bowl teams that have emerged since the collapse of the NAF: Chaos Renegade teams, Underworld Denizens teams, and Old World Alliance teams.

The three types of mixed teams are Chaos Renegade teams, Underworld Denizens teams, and Old World Alliance teams.

Some of the featured mixed teams include the Chaos All-Stars, Mongrel Horde, Underworld Creepers, and Middenheim Maulers.

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S
omebody once told us that Blood Bowl was exclusive,
a sport with no space for misfits and freaks. Well, they’re
looking pretty silly now as since the NAF’s collapse, they’re
letting anyone play Blood Bowl! That’s right, it’s the All-Stars, not
one team but three! So without further song and dance, let’s dive
right into this extraordinary issue of Spike! Journal.

I
n this issue, we’re exploring Elsewhere in this Spike!
the weird and wonderful world Journal, you’ll find team profiles
of mixed teams, all of them a for some of the more (in)famous
motley collection of different races mixed teams, shining a spotlight on
drawn together by a mutual love of the Mongrel Horde, the Underworld Stephan Half-Elf,
Blood Bowl and violence. Everyone, Creepers (ignore the pained hissing) Guest Editor Spike! Journal
including your grandmother, will have and the Middenheim Maulers.
heard of the Chaos All-Stars, but Alongside this, we showcase Star
they’re not the only team that differs Players including Ugroth ‘The Other
from the norm. Regardless of their Ripper’ Bolgrot, larger-than-life Glart
composition, fans are guaranteed Smashrip, and everyone’s favourite
wacky gameplay when the players are chainsaw-wielding middle-aged mess,
as likely to punch one another as they Helmut Wulf!
are an opponent!
Let’s not forget our regular features.
Sprinkled across these pages As always, there’s Chat with the Rat, CONTENTS
is everything you need to know about where the Scribbler sits down with Misfits and Malcontents .................2
three eclectic team types, both one of his erstwhile kin and tackles Famous Chaos Renegade Teams ...4
old and new. Within, you’ll find all the topic of mutations. Meanwhile, The Mongrel Horde ..........................6
the mischievous details on Chaos Mindy Piewhistle takes to the Renegade Playbooks .......................8
Renegade teams, motley collections backstreets to ask why Elves won’t Star Player – Ugroth Bolgrot.........10
of ne’er-do-wells drawn from a diverse play for Old World Alliance teams. We Underground, Overground,
selection of races; the sneaky secrets also found space for Coffin Corner to Sportsmanship Free ......................12
of the Underworld Denizens, players ensure our readers are well prepared Famous Underworld
even the Skaven are reluctant to for that all-important tavern quiz! Denizens Teams .............................14
hang around with; and the Old World The Underworld Creepers..............16
Alliance, those newly-emerging So, curious seeker of knowledge, don The Quick and the Cowardly .........18
teams of Old World races who are your thinking pants and prepare to be Star Player – Glart Smashrip ........20
looking to take both worlds, Old and amazed as we explore not one, not Allies of Inconvenience .................22
New, by storm – if they can set aside two, but three diverse teams coming Famous Old World
their grudges, that is! We’ve also to a gridiron near you! Alliance Teams...............................24
got a brief tactics guide for each, so The Middenheim Maulers .............26
entrepreneuring coaches can jump on Old World Style...............................28
the new Blood Bowl bandwagon – or Star Player – Helmut Wulf.............30
plot how to defeat this new rival. Mixed Fortunes ..............................32

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Misfits and Malcontents

CHAOS
RENEGADE
TEAMS

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T
he history of Chaos Renegade teams is With hindsight, the reasons for this were many.
long and often confusing. In the past, The All-Stars attracted as serious a bunch of misfits as
the NAF would regularly make claims of could be imagined. Many were outcasts expelled from
temporal distortion, and even time travel, as other teams, inveterate cheats and blatant foulers all.
it attempted to cover up its failure to correctly Others were secret worshippers of Chaos, mutants and
categorise these teams or else tried to explain degenerates that mocked Nuffle openly. Drawn together
away the scandal of an illegal line-up winning for reasons never fully explained, this cavalcade of freaks
a major prize. More recently, such teams have soon became one of the NAF’s most pre-eminent teams,
become commonplace across the world, and and one that proved extremely intimidating to the humble
with that popularity has come a degree of priests of Nuffle who made up the NAF.
official recognition once lacking!
In those early days, the All-Stars’ crimes against the
regulations went largely unpunished, and it was this laxity

A
s every good sports historian knows, mixed that opened a crack through which others of their kind
teams first featured in the Dungeon Bowl. Way could creep. Some were veterans of the CMBBL, some
back when the Colleges of Magic set up their were followers of Chaos from the Northern tribes and the
own underground league (underground both literally and Troll Country, whilst others still were common thugs and
figuratively – Ed) to rival the NAF, they adopted their own hoodlums sacked by teams tired of their antics.
unique rules regarding team composition. This allowed for
great racial diversity within teams, the better to reflect the Within a few short decades, the NAF had caved to
nature of magic in our world and the different disciplines public opinion and codified within the rules ‘Renegade’
as practised by the various colleges. To the average team line-ups. To the fans, this made little difference –
sports fan, the reasons for this meant nothing, but the they had been happily cheering for teams consisting of
diversity of teams was wild and exciting! When combined several races for years. But to the NAF, this change was
with underground stadia populated by deadly traps and something of a landmark decision. Many conventional
magical special effects, it is little wonder that the Colleges teams were outraged, repeating claims that such teams
of Magic Blood Bowl League (CMBBL), home of the annual were not in the spirit of the game and were being given
Dungeon Bowl tournament, proved so popular. unfair advantages other teams lacked. Several teams
active in the major leagues petitioned to have their
Meanwhile, in the wider sporting world, the arrival categorisation changed, hoping to abuse this new ruling
of many Chaos teams from the north was forcing the NAF to strengthen their roster with players of a different race.
to reevaluate some of its guidelines (often at the point of Meanwhile, the CMBBL was unhappy, feeling that the NAF
a sword – Ed), allowing more diverse squads to compete. was encroaching upon its unique place within the world of
In time, several became well-established, causing Blood Bowl.
other coaches to emulate these line-ups in the hope of
recreating their success. The NAF, not wanting to risk the ire of the Colleges
of Magic, saw sense (not least because CMBBL officials
What quickly became apparent to most would routinely end an argument by turning those who
commentators though was that, away from the governance opposed them into frogs – Ed), and quickly took steps
of the colleges and the unique environments of the to tighten their initial, rather loose, rulings regarding
CMBBL dungeons, mixed teams rarely lived up to the hype. Renegade teams. The NAF introduced rules ensuring
Sure there were a few that did, most notably the Chaos All- Renegade teams did not too closely emulate teams active
Stars, but they were an exception. The All-Stars were the within the CMBBL and added the caveat that such teams
first true ‘Renegade’ team to appear in NAF competition must be able to prove an allegiance to one or other of the
and the cause of many a controversy. Prince Dorian, the Chaos powers. This worked like a charm, and petitions
team’s founding head coach/owner/star player, was never from several teams to change their categorisation were
one to be constrained by rules, and from their very first quietly abandoned when players objected to eternal
fixture the All-Stars flouted the regulations and fielded damnation and physical mutation just so their coach could
whatever players they wanted to. add an Elven thrower to the offensive line-up!

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Famous Chaos
RenegadeFamous
Teams Teams
THE CHAOS ALL-STARS
It would be almost impossible to discuss Chaos Renegade teams without
mentioning the Chaos All-Stars, and this article is no different, having already
talked about them at some length! But who are the All-Stars? Owned by
thrice-damned Prince Dorian, the legendary heir to several ancient kingdoms
who threw it all away for Blood Bowl, the team is a haven for many renegades
and outcasts as well as a great many creatures of Chaos. Aside from their
controversial line-up, the All-Stars are best known for their blatant use of
Chaos magic. This has long caused much outcry from opponents, but, due to
an early and inexplicable ruling by the NAF that the dark powers swirling above
the All-Stars’ dugout were a natural phenomenon, nothing has ever been
done about it; even today, opponents just have to deal with balls that turn into
flapping fish or cannonballs at a moment’s notice!

THE MIDDEN MOORS MARAUDERS


A recently-formed team of especially violent drunkards, all of whom have been
expelled from various teams active in the major leagues for code of conduct
violations (considering how vague the code of conduct for Blood Bowl players
is, we can only imagine what a player needs to do to get expelled! – Ed). The
Midden Moors Marauders have already courted controversy, having been
sued by the real Middenland Marauders (formerly the Middenheim Marauders
and the Middenland Maulers, two teams of great pedigree that merged after
the collapse of the NAF). With what few cash reserves this young team had
quickly drained by their eager lawyers (the notorious firm of Nickit & Scarpa of
Nuln), funds to spend on attracting new talent have been scarce, forcing the
Other Marauders (as fans have taken to calling them – Ed) to happily welcome
aboard an ever-more motley collection of outcasts and misfits.

THE HOWLING-HILLS HELLIONS


The Hellions are especially beloved by fans for their utter refusal to adhere
to even the most basic of the sacred rules of Blood Bowl. In fact, they have
proven so irrational and unpredictable on the pitch that their latest sponsor
(in a long line of sponsors hoping to become a household name through
association with such a notorious team), the Middenland Bank of Middenland,
insisted that the whole team be examined by a qualified sports exorcist before
handing over a single gold piece. The gold was handed over, but the results
have yet to be published to the public or the RARG, and the Hellions continue
to behave as if possessed by Daemons, prompting frequent accusations of a
cover-up at the lowest levels of the sport!

THE STORM BOLTS


The Storm Bolts made their debut under the banner of the Amber Order of
Magic, competing in the CMBBL during the 2483 season. The team featured
a controversial line-up even by the standards of College Blood Bowl, being
essentially little more than a brutal Orc team that featured some extremely fast
Skaven runners and a highly talented, if egotistical, young Dark Elf Thrower. It
quickly became apparent that the players hated one another, often refusing to
take to the pitch together. Gradually, several Human players were introduced
to ease conflicts, but this had little effect. In 2493, the team was expelled
from the CMBBL. Forced to change its line-up further to compete in various Old
World leagues, the Storm Bolts have recently enjoyed some modest success.

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Team Roster
QTY POSITION COST (GP) MA ST AG AV SKILLS NORMAL DOUBLE
0-12 Renegade 50,000 6 3 3 8 None GSPM A
Human Linemen
0-1 Renegade Goblin 40,000 6 2 3 7 Animosity, Dodge, Right Stuff, Stunty AM GSP
0-1 Renegade 50,000 5 3 3 9 Animosity GM ASP
Orc Lineman
0-1 Renegade 50,000 7 3 3 7 Animosity GM ASP
Skaven Lineman
0-1 Renegade 70,000 6 3 4 8 Animosity GAM SP
Dark Elf Lineman
0-1 Troll 110,000 4 5 1 9 Always Hungry, Loner, Mighty Blow, S GAPM
Really Stupid, Regeneration,
Throw Team-mate
0-1 Ogre 140,000 5 5 2 9 Bone-head, Loner, Mighty Blow, S GAPM
Thick Skull, Throw Team-mate
0-1 Minotaur 150,000 5 5 2 8 Frenzy, Horns, Loner, Mighty Blow, S GAPM
Thick Skull, Wild Animal
0-8 Re-roll counters: 70,000 gold pieces each

Star Players
NAME PLAYS FOR SKILLS COST (GP) MA ST AG AV
Bomber Goblin, Ogre, Orc, Accurate, Bombardier, Dodge, Loner, 60,000 6 2 3 7
Dribblesnot Chaos Renegade, Right Stuff, Secret Weapon, Stunty
Underworld Denizens
Helmut Wulf Amazon, Chaos Renegade, Chainsaw, Loner, Secret Weapon, 110,000 6 3 3 8
Human, Lizardmen, Norse, Stand Firm
Old World Alliance, Vampire
Gobbler Grimlich Chaos Chosen, Big Hand, Disturbing Presence, Leap, 230,000 5 4 2 9
Chaos Renegade, Loner, Monstrous Mouth, Regeneration,
Underworld Denizens Tentacles, Very Long Legs
Guffle Pusmaw Chaos Chosen, Foul Appearance, Loner, 210,000 5 3 4 9
Chaos Renegade, Nurgle Monstrous Mouth, Nurgle’s Rot
Lewdgrip Chaos Chosen, Dodge, Loner, Pass, Strong Arm, 160,000 6 3 3 9
Whiparm Chaos Renegade, Nurgle Sure Hands, Tentacles
Ugroth Bolgrot Orc, Chaos Renegade Chainsaw, Loner, Secret Weapon 100,000 5 3 3 9
Withergrasp Chaos Chosen, Loner, Prehensile Tail, Tackle, 170,000 6 3 3 8
Doubledrool Chaos Renegade, Nurgle Tentacles, Two Heads, Wrestle
Morg ‘n’ Thorg Any except Necromantic Block, Loner, Mighty Blow, Thick Skull, 430,000 6 6 3 10
Horror, Shambling Undead Throw Team-mate
and Tomb Kings
Zzharg Madeye Chaos Dwarf, Hail Mary Pass, Loner, Pass, 90,000 4 4 3 9
Chaos Renegade Secret Weapon, Strong Arm,
Sure Hands, Tackle, Thick Skull
GOLDEN ERA STAR PLAYER
Bob Bifford Any Team Block, Break Tackle, Juggernaut, Loner, 380,000 5 6 2 10
Mighty Blow, Multiple Block, Thick
Skull, Throw Team-mate

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The Mongrel Horde
THE
MONGREL HORDE
O
ne of the better known Chaos Renegade
teams (in spite of their less than glorious
performance record), the Mongrel Horde TEAM PROFILE:
THE
has campaigned in many provincial leagues in
and around the Empire for the best part of four
decades. The Horde gathers together a large and

MONGREL
unruly roster of talent, consisting of some of the
most maladjusted, misaligned and just downright
evil players ever to set foot upon a gridiron.

W
hen it was first founded, this unruly
amalgamation of players, more accurately
described as a tribe than a team, proved a
HORDE
big hit with fans the world over. Huge numbers would TEAM COLOURS: Pink and green
flock to see the team perform, eager to see the on-pitch OWNER: Fergus Aleksonne
antics of a group of violent thugs who hated one another HEAD COACH: Aleksandr Fergsonne
and never bothered with training. Sadly for the Horde, PLAYERS: A collection of freaks and ne’er-do-wells
the shine quickly wore off, thanks in no small part to the TEAM HONOURS: Hell’s Mouth league winners 2473,
dedication – or lack thereof – of the players. Most of them 2481; Border Princes Senior Cup runners-up 2481
rarely bothered to turn up for games, some wouldn’t play if HALL OF FAME: Wazbasha Thunderkrump, Mud,
a particularly hated team-mate was present, others would Flatulent Don
only play against certain opponents and refuse outright to SPIKE! TEAM RATING: 118
face others.

This behaviour certainly fit their chaotic and evil


persona and entertained the fans for a while. But sadly,
it made the Horde a tough team to follow. Today, the
team is still active and can be found campaigning across
the Old World, but it seems that the glory the Horde
could have achieved will always remain just beyond its
tentacled reach!

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HALL OF FAME:
THE MONGREL HORDE
2472-2473 SQUAD
NAME POSITION MA ST AG AV SKILLS
Ashor Daemonbane Renegade 6 3 4 8 Animosity, Dodge, Side Step
Dark Elf Lineman
Ikit Skritch Renegade 7 3 3 7 Animosity, Sprint, Sure Feet
Skaven Lineman
Spite Venomsnaggler Renegade Goblin 6 2 3 7 Animosity, Dodge, Right Stuff, Stunty, Two Heads
Wazbasha Renegade 5 3 3 9 Animosity, Block
Thunderkrump Orc Lineman
Max Ploughman Renegade 6 3 3 8 Big Hand, Leader, Pass, Sure Hands
Human Lineman
Dieter Hammerslash Renegade 6 3 3 8 Block, Claws, Horns (Weaponised Tail)
Human Lineman
Hengist the Hurtful Renegade 5 3 3 8 Guard, Stand Firm
Human Lineman
Chadda Grimgouge Renegade 6 4 3 8 Wrestle
Human Lineman
Erik Contanebra Renegade 6 3 3 8 Block, Tackle
Human Lineman
Mud Troll 4 5 1 9 Always Hungry, Guard, Loner, Mighty Blow,
Really Stupid, Regeneration, Tentacles,
Throw Team-mate
Flatulent Don Ogre 5 5 2 9 Bone-head, Block, Claws, Loner, Mighty Blow,
Thick Skull, Throw Team-mate
Bovine Calf-Whit Minotaur 5 5 2 8 Frenzy, Horns, Juggernaut, Loner, Mighty Blow,
Thick Skull, Wild Animal
The Mongrel Horde 1 Assistant Coach 3x Re-rolls
Chaos Renegade Team 2 Cheerleaders 4 Fan Factor
Head Coach Apothecary Total Cost of Team: 1,700,000 gold pieces
Aleksandr Fergsonne

Pure Evil!
The Mongrel Horde rose to popularity on a reputation for being some of the most evil players ever to take to the pitch. In
the early days, this was certainly true; the Horde was a diabolical collection of villains. But with success and notoriety,
the players’ definition of evil seems to have shifted somewhat. These days, rather than committing unimaginably
atrocious acts, the players prefer to sleep late, skip training and, if possible, miss kick-off to have another beer!

During the pre-match sequence, before Flip for the Kick, randomly select D3 Mongrel Horde players. These players
are, for various nefarious reasons, not on the pitch yet and cannot be set-up for the first drive. These players will be
available as normal from the start of the second drive.

In addition, to represent the intimidating nature of the players, the Mongrel Horde gains one free Bribe
Inducement at the start of the match.

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Renegade Playbooks

W
hat is a coach to do when a traditional
Chaos Chosen team just isn’t Chaotic
enough? Well, the simple answer is to
gather together a collection of renegades and misfits of
all races, and weld them into an uneasy alliance with
which to take the world of Blood Bowl by storm! To give
some insight into getting the most from a pack of Chaos
Renegades, we at Spike! Journal asked what veteran
coach and Cabalvision sensation, Stephan Crass, would do
(he’s friends with the Mighty Zug, you know – Ed).

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Player Progression
A
Chaos Renegade team is an immensely diverse and

C
unique amalgamation of several different races (who haos Renegade teams offer a coach one of the most
really don’t like one another) trying to outdo each diverse selections of skill choices in the game. How
other on the field. As easy as it seems it should be to lead a coach chooses to develop their team is entirely
such a team to glory, Chaos Renegade teams are often a dependent on their own playstyle. Want a team that can
tricky prospect to coach, not least because the players are bash the opposition to bits (and what right-thinking Chaos
prone to not following a plan. With so much variety, a Chaos Renegade coach doesn’t)? Easy access to skills such as
Renegade team can adopt almost any style of play, but will Block, Claws and Mighty Blow on the Renegade Human
often lack the depth to excel in any one area. This is without Linemen means it is relatively simple to build a team
even considering the additional challenge that comes from of bruisers.
the team seemingly working against itself at times.
The same is true of the team’s Big Guys. As well as the
Building a Chaos Renegade Team usual Strength access, Big Guys on a Chaos Renegade team

W
hen hiring players for the most diverse roster all enjoy easy access to Mutations. With combinations such
available, any coach worthy of the title is going to as Claws and Mighty Blow available quickly, it becomes even
want to include all of the players, right? Luckily, easier to increase the casualty count!
the Chaos Renegade roster allows a coach to do just that! The
only sacrifice needed is to reduce the number of re-rolls – but Want to move the ball in a hurry? Mutations such as Big
who needs those anyway? Hand and Extra Arms, combined with skills like Sure Hands,
mean this is easier for Renegades than many other teams,
A starting roster can easily include a Minotaur, an even without considering the number of players with access
Ogre, a Troll, a Renegade Dark Elf Lineman, a Renegade Orc to Passing skills. This allows a coach to develop a player into
Lineman, a Renegade Skaven Lineman, a Renegade Goblin a great Thrower (eventually).
and five Renegade Human Linemen. All this and two team
re-rolls can be included in a 1,000,000 gold pieces starting With an Agility of 4, the Dark Elf Renegade Lineman
team, and that’s a lot! naturally becomes the team’s main ball carrier. Having
the same Movement Allowance as the Renegade Human
The argument can be made for dropping a Renegade Linemen means there is little risk of anyone either being left
Human Lineman and hiring an apothecary to reduce the risk behind or running ahead of the pack, both situations in which
of mishaps (deaths – Ed) that could occur against one of the an agile ball carrier can become vulnerable. The only issue
Big Guys, but that requires a coach to assume bad things are with using the Dark Elf Renegade Lineman in this way is that,
going to happen, and no self-respecting Blood Bowl coach due to suffering Animosity, it is likely the Elf will not want to
should entertain such negativity! give the ball up when required to! Regardless of this, skills
such as Block and Dodge will set up the Dark Elf to perform
very well in this role.

DID YOU KNOW… The fastest player available to a Chaos Renegade coach
The record for Greatest Show of Fan is the Renegade Skaven Lineman, a player that operates
Support is held by the Chaos All-Stars. really well as the ‘safety’ player, going to fetch the ball back
All 52,000 of their loyal fans sacrificed or throwing in that last ditch Block to prevent the score. This
themselves to the Dark Gods at player is very fragile though, so needs to be used with care.
the start of the 2492 season, in Ideal skills for a Skaven are Wrestle, Tackle and Horns. The
an act of devotion ruled as being first two increase the chances of bringing down a ball carrier,
‘probably voluntary’! whilst Horns adds a nice Strength boost when Blitzing.

Summary

I
n its early days, a Chaos Renegade team might find that
it struggles due to a lack of re-rolls and, sometimes, an
overreliance on Big Guys who can oft-times prove less
than reliable. However, the diversity of a Chaos Renegade
team is its main strength; with care, a coach can develop
highly-specialised players to deal with any threat.

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Star Player – Ugroth Bolgrot

UGROTH BOLGROT
THE OTHER RIPPER!
T
here will always be those who seek to become famous
or successful, and of those there will always be plenty
who can’t be bothered doing the work necessary to
get there. Ugroth Bolgrot was one such Orc, choosing to try
to cash in on the hard work of someone else to gain the fame
he so craved!

A
s a rookie, young Ugroth Bolgrot wasn’t a bad player. Had he
applied himself, he could have enjoyed a successful career
in his own right. Sadly, Ugroth didn’t see the point in working
hard. Reasoning that the beloved Troll player, Ripper Bolgrot, had
fame enough to go around, Ugroth decided he’d just help himself
to some of that and in 2481, as the chainsaw craze began to take
off, Ugroth saw an opportunity. He reasoned (quite correctly as it
happened – Ed) that by wielding a chainsaw on the pitch and calling
himself ‘Ripper’ he could cash in on the real Ripper’s notoriety.

The real Ripper was not happy and appealed to the NAF over
the unauthorised use of his name. This led to a lengthy legal battle
which left Ugroth with a warehouse full of merchandise he couldn’t
shift. Ugroth famously attacked Ripper, hoping to settle the affair out
of court, as it were. Ripper soon recovered (as Trolls are wont to do –
Ed), but Ugroth lost the legal battle and was given a lifetime ban for
his very public display of idiocy.

Ugroth’s ban was lifted by the RARG in 2498, allowing


him and his chainsaw to return to the pitch. Whether the
Orc has learnt any lessons from his enforced absence
remains to be seen, but given that he still owns
several tonnes of ‘Ripper’ merchandise in a lock-
up in Talabecland, it seems unlikely!

SPIKE! EXCLUSIVE STAR PLAYER


PROFILE: UGROTH BOLGROT
AGE: 39 HEIGHT: 5 ft 11 inches
WEIGHT: 241 lbs
ORIGINATING TEAM: The Ironcrag Decimators
POSITION: Chainsaw-wielding Loony
CAREER TOTALS: 47 serious injuries; 38 player
fatalities AWARDS: Dirty Dan’s Foul Play Award
2482; Most Limbs Severed 2482
SPIKE! MAGAZINE STAR PLAYER RATING: 143

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ELVEN SNOBBERY
M
indy Piewhistle is our Halfling on the spot when it comes
to the dishy dirt and salacious scandals that our readers
have come to know and love. This issue, Mindy addresses
just why we’ve yet to see any Elves prancing about the field in an
Old World Alliance team.

SPIKE!: Welcome back from the Ogre SPIKE!: Don’t leave us hanging MINDY: Well, there’s Dwarfs on
Kingdoms, Mindy. I bet you’re glad to Mindy, what did you find? the team. Elves find that an issue.
get back to civilisation!
MINDY: Well, first off there’s SPIKE: Good point!
MINDY: Well, I’ve been traipsing the name that’s been given to
round Middenheim so I haven’t quite such teams… MINDY: And it’s not just Dwarfs. It
made it back to civilisation yet. seems the Humans offered to share
SPIKE!: What’s wrong with their knowledge, which was laughable
SPIKE!: Fair enough. So, what Old World Alliance? to the Elves as Humans are “beneath
tantalising tattle have you got for them”. Then there’s Halflings, which
us today, Mindy? MINDY: The ‘old’ part of course. Elves one Elf described to me, to my actual
were around before the Old World face, as “horrid, sticky, little creatures
MINDY: So, I’m sure we’re all was young and they claim it’s no older always covered in crumbs and
aware of the so-called ‘Old World than the rest of the world, making the stealing everything in sight”.
Alliance’ teams. name rather silly to them.
SPIKE!: I say! Well, we at Spike!
SPIKE!: That we are, Mindy, that SPIKE!: I see. And the other races Journal find you quite delightful.
we are. didn’t want to change it?
MINDY: So, it seems Elves would
MINDY: Well, I noticed that both MINDY: Oh no, the Elves didn’t want be fine with joining the Old World
Dwarfs and Humans, and even to change it because, so they said, if Alliance so long as there were only
Halflings, can be found on such they changed it then everyone would Elves on the team and the name was
teams, yet I’ve seen neither hide nor learn the Elves were around before changed. Oh, and the uniforms would
hair of an Elf playing alongside them. the Old World was young, which would need changing as all the current ones
imply that the Elves themselves were are too dowdy.
SPIKE!: That does sound odd Mindy; really old. And they don’t want that!
Humans, Dwarfs and Elves are SPIKE!: So, they’ll play for an Old
normally the trifecta of goody-two- SPIKE!: Unthinkable. Everyone World Alliance team, provided it’s not
shoes working together. knows Elves are young, beautiful, and an Old World Alliance team so much
perfect in every way… as just another Elf team?
MINDY: Indeed they are. So I thought
I’d visit some of Middenheim’s finest MINDY (IN A CONSPIRATORIAL MINDY: Did you expect anything less?
wineries (there’s literally only one – WHISPER): Then there’s the
Ed) and most lowlife taverns (there Dwarf issue.
are thousands of these – Ed) to look
into the issue. SPIKE!: What Dwarf issue?

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UNDERGROUND, OVERGROUND,
SPORTSMANSHIP FREE
Underground, Overground,
Sportsmanship Free
UNDERWORLD
DENIZENS TEAMS
I
n the wonderful world of NAF competition, there
were always those races that seemed to struggle
with unfair treatment directed their way by
officials. Namely, Goblins and Skaven. In the case
of Goblins, this inequality seemed to stem from the
common Goblin being a thoroughly unpleasant little
cheat that, if not closely scrutinized at all times,
would find ever more imaginative ways to break the
rules. As for Skaven, well, they don’t exist, or at least
that was the widely-held belief for a very long time.
This, understandably, made treating them fairly a
secondary concern for most of Nuffle’s priests, who
usually had enough woes to deal with from very real
Orcs and Ogres demanding special treatment!

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F
or decades, various leagues have operated in the As a result of imbibing such a potent cocktail of
deep, dark places beneath the world, giving the madcap mushrooms and warpstone, the players of the
subterranean races of Goblins and Skaven (don’t average Underworld Denizens team exhibit a riot of
forget about Snotlings and all the… other things – Ed) a outlandish mutations, from tentacle limbs to multiple
safe haven away from the oppression of the NAF and the heads. As can be expected of any team made up of
RARG with their petty rules and regulations. In fact, there such thoroughly unpleasant types, the players hold one
are probably as many leagues running in the dark below another in mutual contempt, harbouring all manner of
the ground as there are in the light beneath the sun! grudges and petty rivalries, and often suspecting one
From the Dwarfish holds of the Worlds Edge Mountains, another of stealing their warpstone-infused madcap
to the dungeons of the CMBBL, these leagues have mushroom stash.
proved popular with fans. Sadly, the caverns, sewers and
sinkholes so beloved of Goblin and Skaven teams have As soon as the NAF codified the rules for Chaos
not attained the same level of mass appeal with surface Renegade teams, many a team of Underworld Denizens
dwelling folk (that’ll be because they’re absolutely horrible was quick to abuse the precedent to crawl from the
– Ed). sewers and risk its luck in surface competition. It is a
widely-held belief that the first such team to appear in
Yet these Underworld competitions have always the NAF was the Underworld Creepers. In truth, it is a
had more than their fair share of dedicated followers. long-forgotten team called the Fifth Column Tunnelists
All manner of denizens of the dark are drawn from their that appear in records as far back as 2436 – and which
dank dens and hidden holes, flocking in great numbers was often miscategorised as either a Goblin or a Skaven
to slapdash stadia to cheer for their teams. With this team – that perhaps holds a better claim to the honour
popularity has come great innovation, and it is true to say of being the first Underworld Denizens team to appear
that the Underworld leagues have become home to as within the NAF. Match reports of their early appearances
great and diverse a collection of freaks and mutants that are intermittent, but those that remain make mention of a
has ever been seen on a Blood Bowl pitch! large number of mutations among the players and, in one
instance, a review of the capabilities of a Troll player that
Teams active in the Underworld leagues attract heavily resembled the ratmen it played alongside! These
players that are rarely seen in those Skaven and Goblin confused references led commentators and officials alike
teams that compete above ground. Often, these players to conclude that the Tunnelists were a normal Skaven
are the type that no one else wants; those that have team originating from Hell Pit in the north, where the
been gnawing just a little too enthusiastically upon the loathsome ratmen breed many strange creatures and
really quite toxic, in many cases hallucinogenic, magically- experiment with custom mutations (once an integral part
infused cave mushrooms that grow upon hidden seams of the Skaven war machine, Hell Pit is perhaps better
of the purest warpstone. known today as a research facility for the cosmetics
industry – Ed).

After the acceptance of the Creepers, other


Underworld Denizens teams crawled from their dark lairs.
As more such teams began to appear on the surface
world, the NAF opted to avoid the furore that surrounded
their inclusion of Chaos Renegade teams and simply
changed the regulations to allow for this new type of team.
Of course, this approach yielded a fresh harvest of woes.
No two Underworld Denizens teams are the same and
correctly categorising mutated Goblins, Skaven and
(often almost unidentifiable – Ed) Big Guys led to years
of arguments and red tape. Worse, the CMBBL was once
again quick to accuse the NAF of copying it.

DID YOU KNOW…


Many sheltered areas of the Empire ardently
believe that Goblins are myths, and that ‘Goblins’
on Underworld Denizens teams are merely Skaven
which have been shaved!

13
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Famous Underworld
Famous Teams
Denizens Teams
THE DRAGON CRAG DIRTBAGS
The Dirtbags are a particularly affluent (not ‘effluent’? – Ed) Underworld
Denizens team, having their home stadium within the Dwarf stronghold of
Karak Azgal, which they claimed several years ago when they noticed it wasn’t
being used. Consequently, the Dirtbags are especially loathed by Dwarf
fans, especially those resident in Karak Azgal, many of whom insist that, just
because a stadium stands empty for a day, doesn’t mean it’s vacant and
abandoned! Constant attempts by the locals to seize back the stadium have
resulted in the Dirtbags refusing to play away games, but this hasn’t had a
noticeable impact upon their fixture list. In fact, Dwarf teams are queueing up
to face the Dirtbags, hoping to do them over and evict them from the ‘home’
in which they squat. Perhaps unsurprisingly, the Dirtbags rarely progress far
in the leagues, but any game in which they are drawn against a Dwarf team is
sure to be a sell-out.

THE CRAGMERE CRITTERS


The Critters are famous as one of the most outrageously freakish teams
ever to have taken to the Blood Bowl pitch (how anyone can decide that,
considering some of the teams eligible for the honour, is beyond me – Ed).
This is supposedly due to the especially strong warpstone presence in the
caverns beneath Cragmere, which nourish entire weirdly-glowing forests of
madcap mushrooms. It is hardly any wonder that the Goblins and Skaven who
feed upon such growths are wracked by mutation – most have to be retired
after a single season because they barely resemble any creature known to this
world or any other – causing the team’s turnover of players to be higher than
almost any other!

THE GRIM SQUEAKERS


A team that rapidly rose to popularity in the early 2480s thanks to the
oft-made boast: “Fear the Grim Squeakers, for we are death incarnate to all
opposition!”. Obviously, this claim drew the fans in their droves to witness the
Grim Squeakers annihilate all before them or, as was deemed more likely, to
get utterly battered by much better players. However, the Squeakers did prove
to be very efficient at maiming and killing opposing players. This was thanks
largely to the team keeping a stable of heavily-mutated Minotaurs which they
would unleash upon the opposition at every opportunity. Officials objected,
of course, but the Squeakers claimed that they weren’t Minotaurs at all, but
really, really funny-looking mutant Trolls, and that, in truth, there was only one
of them (all of the Squeakers’ Minotaur players were called ‘Whiskers’ to aid
this deception – Ed), but because he was so fast he could easily be mistaken
for six Minota- sorry, Trolls!

THE GREEN DESTROYERS


The Destroyers first appeared in the mid 2460s, a time when the sport of
Blood Bowl was undergoing significant changes. Under Jorge Hellhound, the
NAF had grown beyond all belief, and the wonder of the age, Cabalvision, was
bringing the game into the homes of literally dozens of the world’s wealthiest
citizens. The Destroyers were quick to embrace this new technology, inviting
CAMRA crews to record their training sessions and details of the players’ daily
lives. Over time, the Destroyers became more Cabalvision celebrities than
Blood Bowl players. Sadly, their career came to an abrupt end in 2484 when
it was revealed that several of the ‘players’ were, in fact, actors employed to
spice up the documentary footage and that much of the drama that occurred
in the locker room was scripted!

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Team Roster
QTY POSITION COST (GP) MA ST AG AV SKILLS NORMAL DOUBLE
0-12 Goblins 40,000 6 2 3 7 Dodge, Right Stuff, Stunty AM GSP
0-3 Skaven Linemen 50,000 7 3 3 7 Animosity GM ASP
0-1 Gutter Runner 80,000 9 2 4 7 Animosity, Dodge, Weeping Dagger GA SPM
0-1 Skaven Thrower 70,000 7 3 3 7 Animosity, Pass, Sure Hands GPM AS
0-1 Skaven Blitzer 90,000 7 3 3 8 Animosity, Block GSM AP
0-1 Underworld Troll 110,000 4 5 1 9 Always Hungry, Loner, SM GAP
Mighty Blow, Really Stupid,
Regeneration, Throw Team-mate
0-8 Re-roll counters: 70,000 gold pieces each

Star Players
NAME PLAYS FOR SKILLS COST (GP) MA ST AG AV
Bomber Chaos Renegade, Accurate, Bombardier, Dodge, Loner, 60,000 6 2 3 7
Dribblesnot Goblin, Ogre, Orc, Right Stuff, Secret Weapon, Stunty
Underworld Denizens
Glart Smashrip Skaven, Block, Claws, Grab, Juggernaut, Loner, 190,000 5 4 2 8
Underworld Denizens Stand Firm
Gobbler Grimlich Chaos Chosen, Big Hand, Disturbing Presence, Leap, 230,000 5 4 2 9
Chaos Renegade, Loner, Monstrous Mouth, Regeneration,
Underworld Denizens Tentacles, Very Long Legs
Hakflem Skaven, Dodge, Extra Arms, Loner, 200,000 9 3 4 7
Skuttlespike Underworld Denizens Prehensile Tail, Two Heads
Kreek Skaven, Ball & Chain, Loner, Mighty Blow, 130,000 5 7 2 9
Rustgouger Underworld Denizens No Hands, Prehensile Tail,
Secret Weapon
Madcap Miggz Goblin, Break Tackle, Claws, Leap, Loner, 170,000 6 4 3 8
Underworld Denizens No Hands, Very Long Legs,
Wild Animal
Morg ‘n’ Thorg Any except Necromantic Block, Loner, Mighty Blow, Thick Skull, 430,000 6 6 3 10
Horror, Shambling Undead Throw Team-mate
and Tomb Kings
Nobbla Chaos Dwarf, Goblin, Ogre, Block, Dodge, Chainsaw, Loner, 130,000 6 2 3 7
Blackwart Underworld Denizens Secret Weapon, Stunty
Skitter Skaven, Dodge, Loner, Prehensile Tail, 160,000 9 2 4 7
Stab-Stab Underworld Denizens Shadowing, Stab
GOLDEN ERA STAR PLAYER
Bob Bifford Any Team Block, Break Tackle, Juggernaut, Loner, 380,000 5 6 2 10
Mighty Blow, Multiple Block, Thick
Skull, Throw Team-mate

“One of the highest-rated Skaven players of all time was the two-headed
and four-armed Tarsh Surehands. Sadly, in a crucial game against the
Kureshi Kobras snakeman team, a missed pass led to a furious argument
between his heads and, before anyone could stop him, he had strangled
himself to death-death!”
- Hackspit ‘the Scribbler’ Quillchewer

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The Underworld Creepers

THE UNDERWORLD
CREEPERS
B
elieved (incorrectly – Ed) by many to be the
first Underworld Denizens team to appear in
the NAF, the Creepers have a long and noble TEAM PROFILE:
history (no they don’t – Ed), being the most famous
and best-loved of Underworld Denizens teams, and THE
renowned for their innovative dirty tricks (if not for
their hygiene – Ed) and the dastardly tactics they UNDERWORLD
habitually employ in order to win.
CREEPERS
W
here Goblin teams are renowned for cheating,
the Underworld Creepers have been known TEAM COLOURS: Red and black
to take matters further still, poisoning wells OWNER: Unknown (if any)
and waterways the length and breadth of the Old World HEAD COACH: Lance Fleshbarb
in their quest for glory. In their defence, many of these PLAYERS: An unholy union of Goblins and Skaven
allegations can be explained away quite innocently when TEAM HONOURS: Most Self-inflicted Player Fatalities
one considers the nature of the Creepers themselves; (Off-pitch, Season) 2482-88, 2492; Most Self-inflicted
a team of mutant Skaven and Goblins that subsist on Player Fatalities (Off-pitch, Game) – more times than
pure warpstone and the maddest of madcap mushrooms history records
is ever likely to accidentally poison its neighbours just HALL OF FAME: Garbage Throttlesnot, Split
by washing the dishes! At least, that’s the story head Tendoncutter, Stickpig Maim, Skarp Sorehead
coach Lance Fleshbarb likes to tell. Who cares if no one SPIKE! TEAM RATING: Zoggin’ lots ‘n’ den
believes it? sum! (unofficial)

The team has also become popular for the


acrimonious and violent arguments that break out in
the dugout whenever its over-ambitious plans backfire
(as they invariably do – Ed), which have, at times,
caused games to halt entirely as Creepers players
leave the pitch to join the action on the sidelines.
These qualities have made
the Creepers a big hit with
the fans, even if their large
following is not rewarded
by much success on the
pitch itself!

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HALL OF FAME:
THE UNDERWORLD CREEPERS
2478-2479 SQUAD
NAME POSITION MA ST AG AV SKILLS
Garbage Throttlesnot Goblin 6 2 3 7 Catch, Diving Catch, Dodge, Right Stuff, Sprint, Stunty
‘Slasher’ Bowelgrim Goblin 6 2 3 7 Dodge, Nerves of Steel, Right Stuff, Stunty
Spike Skinelf Goblin 6 2 3 7 Disturbing Presence, Dodge, Right Stuff, Stunty
Fester Rustblade Goblin 6 2 4 7 Dodge, Right Stuff, Stunty
Stickpig Maim Goblin 6 2 3 7 Claws, Dodge, Right Stuff, Stunty
Lickfester Midden Goblin 6 2 3 7 Dodge, Leap, Right Stuff, Stunty, Very Long Legs
Piles Openwound Goblin 6 2 3 7 Dirty Player, Dodge, Right Stuff, Sneaky Git, Stunty
Notchblade Abscess Goblin 6 2 3 7 Dodge, Right Stuff, Stunty, Wrestle
Wildman Teethgarland Goblin 7 2 3 7 Dodge, Right Stuff, Stunty, Two Heads
Split Tendoncutter Skaven Blitzer 7 3 3 8 Animosity, Block, Claws, Mighty Blow
‘Fast Draw’ O’Gore Gutter Runner 9 2 3 7 Animosity, Block, Dodge, Side Step, Two Heads,
Weeping Dagger
Shaftsplitter Grim Skaven Thrower 7 3 3 7 Animosity, Extra Arms, Nerves of Steel, Pass,
Sure Hands
Firesplitter Cleave Skaven Lineman 7 3 3 7 Animosity, Big Hand, Dodge, Sure Hands
‘Race’ O’Bunyon Skaven Lineman 8 3 3 7 Animosity, Sure Feet
‘Fat’ Brainsplatter Skaven Lineman 7 4 3 7 Animosity, Stand Firm, Thick Skull
Grograt Crunchskull Underworld Troll 4 6 1 9 Always Hungry, Claws, Loner, Mighty Blow,
Really Stupid, Regeneration, Thick Skull,
Throw Team-mate
The Underworld 4 Assistant Coaches 3x Re-rolls
Creepers
Underworld Denizens 4 Cheerleaders 5 Fan Factor
Team
Head Coach Apothecary Total Cost of Team: 2,000,000 gold pieces
Lance Fleshbarb

Fistfights in the Dugout


If the Underworld Creepers are notorious for anything, it’s for being a horrific collection of mutant Skaven and Goblins
that produce a terrible stink! They’re also renowned for not getting along well as a team. One of the biggest reasons
fans flock to see them is the endless infighting that often makes the dugout more entertaining than the pitch!

If the Underworld Creepers’ score is lower than their opponent’s at the end of any of their turns, roll a D6 and add
the difference in scores. For example, if the score is 3-1, add 2 to the result. If the result is 5 or more, a fight breaks out
in their Dugout! Roll a D6 for each player in the Reserves box; on a 1, 2 or 3 they are Knocked Out. The fans love these
scrapes – it’s half the reason the Creepers have any fans at all – and their cheering drives the rest of the team to play
even harder. For each player that is Knocked Out in this way, the team gains a bonus team re-roll.

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UNDERWORLD ANTICS
The Quick and the Cowardly

THE QUICK AND THE


COWARDLY
DID YOU KNOW…
Even at the best of times, the inducement of
mutations is a risky affair. Attempts by Skaven
‘scientists’ to perfect this process have churned
out far more terrifying monstrosities than
legendary Blood Bowl players, many of which
are sold to Underworld Denizens teams for
exorbitant fees.

C
reeping up to the surface from their dank caves, the
Underworld Denizens are one of the more unusual
teams in Blood Bowl (even before they’ve started
mutating – Ed) but they’re also one of the most fun to
coach. Seasoned Underworld Denizens coach, Ringbeard
the Renegade Dwarf, shares with us some simple
advice for using this cavalcade of curiosities.

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Building an Underworld Team
O
ne of the Underworld Denizens team’s key strengths

A
is that every player has access to Mutation skills on n Underworld Denizens team can afford almost
a single Skill roll, enabling their coach to mould them everything a coach could want right from the
freely and allowing the team to rapidly become incredibly beginning, including three Team Re-rolls, an
versatile. With the right Skill choices, a Troll or Blitzer can apothecary and even some reserves. All three of the Skaven
become a deadly killer, whereas a Gutter Runner can develop positionals are an absolute must, as each plays a key role
into an unstoppable Touchdown machine, impossible to pin that can’t be fulfilled by other team members. Similarly, an
down as it skitters about the pitch with gleeful abandon! Underworld Troll may be slow and ever at risk of failing a
Really Stupid roll, but it is a vital member of any Underworld
Although Underworld Denizens are faster than most Denizens squad. Its high Armour Value and Regeneration
teams, they’re also fairly fragile. Most players have AV7, mean it can absorb hits that the rest of the team can’t.
and the Goblins are Stunty, so expect the team apothecary
to be busy at half-time. Thankfully, the Goblins and Skaven As the league progresses, it’s wise to invest in some
Linemen are cheap and entirely disposable, so try to make spare Goblins. They tend to spend as much time in the
sure it’s always them getting Blocked rather than the far more Casualty box as on the pitch, so it’s handy to have reserves to
valuable Skaven positionals. spare. Try to ensure there’s always enough money left over in
the Treasury to replace any Skaven positionals that die or get
The key to success with Underworld Denizens maimed too badly to be worth keeping – with relatively weak
is playing to their strengths – speed, a couple of very Armour this can happen all too often.
dangerous players, and cheap Linemen to foul with – while
understanding their weaknesses. With so much AV7, avoid Player Progression

T
going toe-to-toe with the tougher teams. Instead, utilise he joy of an Underworld Denizens team is its easy
pace and mobility to spread out opposing players, targeting access to Mutations, allowing Goblin and Skaven
isolated ones or gang-fouling key prone players with a swarm players to develop in ways they normally couldn’t.
of mushroom-crazed Goblins!
Two Heads is a prime example, being an optimal choice
There are even two options for scoring a Touchdown in for both Goblins (who become able to Dodge anywhere on a
a single turn when necessary. The Troll can attempt to lob a 2+) and for Gutter Runners (who, with AG4 and MA9, become
Goblin towards the End Zone, which doesn’t always work but nearly impossible to pin down). Tentacles is a wonderful
is always very, very funny. Alternatively, the speed of a Gutter Mutation for a Troll, combining with its high Strength to
Runner makes a one-turn Touchdown a possibility, and – as physically restrain agile opposition, whilst Claws will help both
has been said before – any coach is well-advised to spend a Troll and a Blitzer to tear through the thickest of Armour.
some time thinking about how to use Blocking and chain- Horns is another popular Mutation, especially for low-Strength
pushes to move players into a better position. players such as Goblins and the Gutter Runner – the Strength
boost this gives whilst Blitzing can prove invaluable.

For Skills, Block is always a good choice for a Gutter


Runner, whilst Wrestle and Tackle are both great for a Skaven
Lineman. Mighty Blow, Frenzy and Guard are all well-suited to
the Skaven Blitzer. In the case of the lowly Goblin, Dirty Player
is a key Skill for a team that relies so heavily on fouling to
even the odds!

Summary

A
lthough considered by many to be one of the trickier
Blood Bowl teams to play early on, Underworld
Denizens can develop into an absolutely terrifying
team. They are one of the best teams for pulling off the near-
impossible, those one-in-a-million Blood Bowl moments that
are remembered in the annals of sporting history. Few other
races are able to snatch glory from the jaws of defeat with
such a variety of bold plays. Just remember to have faith in
Nuffle and to never forget about Animosity!

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Star Player – Glart Smashrip

GLART SMASHRIP
FAN-FAVOURITE FAT RAT

Y
oung Glart’s journey to fame began with a strange
goal. Squatting with his brood in front of a Cabalvision
magic mirror, the infant Glart bore witness to the
Minotaur legend ‘Hungry’ Massif Bovine receiving his award
for heaviest player to take part in the Blood Bowl final. For
some reason, this sparked a bold ambition in the young buck.

S
everal years later, following a non-stop feeding frenzy that
began with his unfortunate brood-mates, an impressively
obese Smashrip attended tryouts for the Warpfire Wanderers.
Glart was initially laughed out of the line-up, and his chances
weren’t improved when, to hide his nervousness, he ate the team’s
assistant coach! But news travels fast through the tunnels and
warrens of Skavenblight, and it wasn’t long before the Skavenblight
Scramblers, seeing the potential in such a robust player, sent a scout
to Glart’s warren.

Glart’s career took a surprise turn during a now-infamous


match against the Darkside Cowboys when the beloved rodent was
sent off for feasting on a fallen foe. Despite the howls of approval
from his dedicated fan club (known as ‘Glart’s Gluttons’ – Ed) in their
specially-reinforced section of the stands, he was removed from play
by force and issued a lifetime ban.

This upset caused Glart to retreat from the public eye and, in
his absence, a number of imitators appeared, some even claiming a
familial tie to the fat rat. But the careers of these imposters proved
short-lived and, in an unprecedented u-turn, the NAF listened to
the fans and annulled the lifetime ban. Smashrip returned
from his exile amidst much fanfare as a free agent,
perhaps a little more grey around the
whiskers than before, but somehow
even more colossal in girth!

SPIKE! EXCLUSIVE STAR PLAYER PROFILE: GLART SMASHRIP


AGE: Not known for sure HEIGHT: 6 ft 0 inches WEIGHT: 518 lbs
POSITION: Blocker ORIGINATING TEAM: The Skavenblight Scramblers
CAREER TOTALS: 2 ‘rushing’ (more like lumbering) touchdowns; 134 kills/
serious injuries; 13 officials eaten AWARDS: McMurty’s Spamburgers Player of
the Year 2481; The Big Cheese 2480, 2485; Blood Bowl Winner’s Medal 2477,
2478 SPIKE! MAGAZINE STAR PLAYER RATING: 303

20
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H
ackspit ‘the Scribbler’ Quillchewer is our ace Skaven
reporter on the pitch, scuttling through the shadowy
places to get to the most thought-provoking news from the
sidelines. This issue, our intrepid rat travelled deep underground
to have a chat with Skrit Heartbleeder, reportedly Under-Altdorf’s
‘Most Detested Ratman’, to discuss acceptable mutations within
Skaven society.

QUILLCHEWER: Thanks for talking QUILLCHEWER: I see where you’re SKRIT: Yes-yes, that right-right.
to me Skirt. So the readers are coming from, Skrit. However, some
aware, you’re a regular player for are saying that the mutations running QUILLCHEWER: Then what’s with
the ‘Armless Dozen’, an amateur rife through the Underworld teams the clan leaders stopping you from
Underworld Denizens team where are far from natural. appearing on Cabalvision?
every player has to have at least one
tentacle, yes-yes? SKRIT: Ours grow from us-us! Clan SKRIT: They control everything, from
Moulder stick bits on Skaven, it’s all crystal ball to Under-Under Empire,
SKRIT: Yes-yes, I am, yes-yes. A… cosmetic! Which one more natural? an Empire under Under-Empire that
and it’s ‘Skrit’. control all Under-Empires.
QUILLCHEWER: That’s a fair question
QUILLCHEWER: Good-good. So, Skrit. Yet, we know that Clan Moulder QUILLCHEWER: Sure-sure. So you
rumour has it that the Armless mutations come from warpstone are the true Skaven?
Dozen has been driven to the edge of and Skaven ingenuity. The question
Skaven society. What’s your take on many ask-ask is: why did yours SKRIT: Yes-yes!
that Skrit? suddenly appear?
QUILLCHEWER: Last question,
SKRIT: It’s true-true. Council of SKRIT: Why ask stupid questions? Skrit-Skirt – what about the rumours
Thirteen say our mutations are wrong Horned Rat smiles upon us. We play that your mutations come from the
and not blessed by Horned Rat. Blood Bowl, we grow mutations. ingestion of madcap mushrooms
Other Skaven have to be poked and supplied by the Goblins you employ,
QUILLCHEWER: Interesting. I take it prodded. We are pure Skaven! rather than because you’re the
you and your fellow team-mates aren’t true Skaven?
pleased with such rulings. QUILLCHEWER: I’m not quite sure
what you mean there, Skrit-Skrit. (The interview ended there, when
SKRIT: No-no. Mutations common Skrit Heartbleeder lunged across the
in Skaven. Moulder make all sorts SKRIT: We say we best Skaven. Other table at Quillchewer. Clearly a touchy
of things that make no sense. Skaven say we bad Skaven. They are issue! – Ed)
Remember rat with tails for eyes? more mouse than rat. Skaven come
play Blood Bowl with us, receive
QUILLCHEWER: That was an… blessings of the Horned Rat.
interesting experiment, yes-yes.
QUILLCHEWER: So-so, what I’m
SKRIT: Yet that is ok, but-but getting is that you believe Skaven
suddenly-appearing third eye, second who play on your team are true pure
head, or bushel of tentacles that Skaven and your mutations are gifts
aren’t Clan Moulder design is not from the Horned Rat?
right? That not fair-fair!

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Allies of Inconvenience
ALLIES OF
INCONVENIENCE
OLD WORLD ALLIANCE
DID YOU KNOW…
An Old World Alliance coach
once tried to argue that two
Dwarfs should only count as
one player on the pitch owing
to their size. The location of the
mine their body was hidden in is
still unknown…

22
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As ever more such amateur

T
he cities of the Old World are bustling metropoles, leagues sprung up, the nature
populated by all manner of different races. From Kislev in of the game they played evolved
the cold north, to Estalia in the sweltering south, Humans through necessity. Street Bowl
build vast cities, and to these cities flock Dwarfs, Halflings and soon became a common variant,
more. Many Dwarfs come to build the tall towers and maintain and saw rival teams taking over
the high walls of these great cities, whilst Halflings come to cook, busy thoroughfares in which to
eat and steal any small items they happen upon. Indeed, in these play. Despite its obvious appeal,
more enlightened times when warfare is considered a thing of the Street Bowl is unpopular with civic
past, ever more-varied races flock to these cities so that today authorities, causing several to ban
even Ogres are a common sight. the sport in order to placate local
business owners angered that, on
match days, customers couldn’t

T
he folk of the Old World are With the rise in popularity of get to their shops! Such bans do
keen players of games of Blood Bowl, it came as no surprise little, merely causing the games to
chance and skill and, for to anyone that ‘pub leagues’ soon be played after dark. If anything,
many years, the towns and cities in appeared. Village greens, town this has only made matters worse
which they reside have been home to commons and civic parks quickly for local businesses as nowadays
enthusiastic backstreet competitions came to be overrun every Festag games are played after the public
(you have to do something to take with teams of drunk but eager houses have called last orders,
your mind off the crushing injustices players drawn from various rival which leads to a great many more
of feudalism and the oppression establishments in the vicinity, broken windows!
of the bourgeoisie – Ed). Most competing for the honour of their
such gaming revolves around the favoured pub. These days, almost Most noticeable, though, is the
unimaginably vast number of taverns, every town in the Old World plays nature of the teams that compete
inns and alehouses that populate the host to a lively and bustling amateur in such leagues. All across the Old
cities and towns of the Old World. For pub league. These competitions are World the rules of the NAF have
as long as anyone can remember, usually inconceivably complex and been set aside by publicans and
drinking establishments have played convoluted, with dozens of divisions their patrons, preferring to play
host to gaming and gambling, and and categories in which teams can alongside their friends in the spirit of
competition between establishments compete. The rules that govern such harmony than to exclude someone
has long been enthusiastically leagues are no less impenetrable, for based on something as insignificant
addressed by leagues in which when a committee of enthusiastic as race. In this way, amateur teams
teams of regular patrons face their amateurs gets the opportunity to have come to include Human, Dwarf,
counterparts from just down the have its say on the rules of Blood Halfling and even Ogre players. In the
road to decide which public house is Bowl, havoc is sure to ensue. years since the demise of the NAF,
home to the better skittles players, the RARG has proven quite open to
for example. Consequently, there are so many the inclusion of such mixed teams
splinter groups and rival amateur in wider, professional competition,
leagues that violent conflict between leading to a significant number
opposing ‘firms’ (as the unofficial fan appearing across Cabalvision. These
clubs of teams based in the Empire cosmopolitan teams have proven
are known – Ed) is a frequent Festag popular with fans, representing
attraction on many a town common. as they so often do their own
Teams and fans alike regularly do experiences of playing Blood Bowl
battle over who was there first, who with their friends. Against more
bribed the local burgomeister the most established teams, these ‘Old World
for special treatment, and who has to Alliance’ teams, as they have come
play their game on that rough bit of to be known, pose quite a challenge,
boggy ground by the river, dangerously forcing coaches and players to
close to the Troll bridge. rapidly adapt. In this way, it is fair
to say that the Old World Alliance
teams are indicative of the changing
face of Blood Bowl in recent years.

23
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Famous Old World
FAMOUS TEAMS
Alliance Teams
THE CHAMPIONS OF LAW
The Champions of Law are something of an anomaly in Blood Bowl terms.
They initially appeared in NAF records as one of Roze-El’s first proto-
teams, the original 16 sects created by the Sacred Commissioner to play
the modern game. In those early days, the rules of the game were hard to
understand and in a state of constant flux, and it seems that, to further
complicate matters, the Champions viewed the game as a continuation of
warfare and imagined that it was their duty to vanquish those they deemed
‘evil’. The team consisted of Dwarf, Human and even Elven players, and
seems to have been disbanded within a season or two, replaced by more
‘official’ teams that better understood the game. Several ill-fated attempts
have been made to resurrect the outfit, the most recent of which sees the
Champions debuting (again) at the start of next season! Evildoers beware,
the Champions of Law are back… for now.

THE HOFFENHEIM HARLEQUINS


Hoffenheim, situated on the banks of the Stir River, was built just a few
decades ago. Following the design philosophy of the architect, Ebeneezer
Hoff, this thoroughly modern utopia is famed for its wonderful civic buildings,
theatres, museums and, above all, for being a terrible place to live. The
Harlequins formed in response to boredom among the masons tasked
with constructing the town. The team’s colourful kit and the players’ bold
approach to the game has since provided plenty of much-needed distraction
for hard-working labourers trapped in the never-ending torment of building a
supposedly perfect metropolis. The original players knew literally nothing about
Blood Bowl, but their determination to break free of Hoffenheim was so great
that they quickly learned and achieved great success.

THE AVERLAND ALL-STARS


Did you know it’s been almost 150 years since the rediscovery of Blood Bowl
in the Old World? In that time, many a professional player has retired (‘many’
is a stretch. Most die on the pitch – Ed). But what of those who don’t wish to
retire, those who, though aging, still wish to play the game? The senior tour
sprung up in the mid-2470s to cater to those players that refused to grow old
gracefully, and has proved very popular with fans who don’t enjoy excitement.
The Averland All-Stars is a team of retired Dwarfs, Humans and Halflings,
most of whom have played for some of the biggest teams in the game. Fans
particularly enjoy the All-Stars for their bad temper and constant complaining,
with many saying that following such a team makes a welcome change from
the usual positivity of Blood Bowl.

THE NULN DOOM-FORGERS


The city of Nuln is home to the Imperial Artillery School, where once the finest
machines of war were forged. In these more peaceful days, the school focuses
its efforts on more pleasant activities, such as making cutlery, silverware,
cooking utensils and splendid suits of Blood Bowl armour complete with all
the spikes and blades a player could wish for! In days past, Nuln attracted
a huge population of Dwarfish smiths from the Worlds Edge Mountains, all
seeking employ in the famous forges. These Dwarfs worked shoulder-to-
shoulder with their Human counterparts, and it was only natural that, when
the Imperial Artillery School decided to field a team to take on the Engineering
School of Altdorf, the players would be both Human and Dwarf. Thus were the
Doom-Forgers born, to uphold the pride of Nuln, a task the team takes most
seriously to this day!

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Team Roster
QTY POSITION COST (GP) MA ST AG AV SKILLS NORMAL DOUBLE
0-12 Human Linemen 50,000 6 3 3 8 Animosity G ASP
0-1 Human Thrower 70,000 6 3 3 8 Animosity, Pass, Sure Hands GP AS
0-1 Human Catcher 60,000 8 2 3 7 Animosity, Catch, Dodge AG SP
0-1 Human Blitzer 90,000 7 3 3 8 Animosity, Block GS AP
0-2 Dwarf Blockers 70,000 4 3 2 9 Block, Loner, Tackle, GS AP
Thick Skull
0-1 Dwarf Runner 80,000 6 3 3 8 Loner, Sure Hands, Thick Skull GP AS
0-1 Dwarf Blitzer 80,000 5 3 3 9 Block, Loner, Thick Skull GS AP
0-1 Dwarf Troll Slayer 90,000 5 3 2 8 Block, Dauntless, Frenzy, GS AP
Loner, Thick Skull
0-2 Halfling Hopefuls 30,000 5 2 3 6 Dodge, Loner, Right Stuff, A GSP
Stunty
0-1 Ogre 140,000 5 5 2 9 Bone Head, Loner, S AGP
Mighty Blow, Thick Skull,
Throw Team-mate
0-8 Re-roll counters: 70,000 gold pieces each

Star Players
NAME PLAYS FOR SKILLS COST (GP) MA ST AG AV
Barik Farblast Dwarf, Old World Alliance Hail Mary Pass, Loner, Pass, 60,000 6 3 3 8
Secret Weapon, Strong Arm,
Sure Hands, Thick Skull
Flint Churnblade Dwarf, Old World Alliance Block, Chainsaw, Loner, 130,000 5 3 2 8
Secret Weapon, Thick Skull
Griff Oberwald Human, Old World Alliance Block, Dodge, Fend, Loner, Sprint, Sure 320,000 7 4 4 8
Feet
Grim Ironjaw Dwarf, Old World Alliance Block, Dauntless, Frenzy, Loner, 220,000 5 4 3 8
Multiple Block, Thick Skull
Helmut Wulf Amazon, Chaos Renegade, Chainsaw, Loner, Secret Weapon, 110,000 6 3 3 8
Human, Lizardmen, Norse, Stand Firm
Old World Alliance, Vampire
Karla von Kill Amazon, Halfling, Human, Block, Dauntless, Dodge, Jump Up, 220,000 6 4 3 8
Norse, Old World Alliance Loner
Mighty Zug Human, Old World Alliance Block, Loner, Mighty Blow 260,000 4 5 2 9
Morg ‘n’ Thorg Any except Necromantic Block, Loner, Mighty Blow, Thick Skull, 430,000 6 6 3 10
Horror, Shambling Undead Throw Team-mate
and Tomb Kings
Puggy Halfling, Human, Block, Dodge, Loner, Nerves of Steel, 140,000 5 3 3 6
Baconbreath Old World Alliance Right Stuff, Stunty
GOLDEN ERA STAR PLAYER
Bob Bifford Any Team Block, Break Tackle, Juggernaut, Loner, 380,000 5 6 2 10
Mighty Blow, Multiple Block, Thick
Skull, Throw Team-mate

25
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The Middenheim Maulers

THE MIDDENHEIM
MAULERS
W T
hen the NAF collapsed in 2488, the he Middenheim Marauders were one such team.
fallout was immediate for a number Long had the Marauders been a mainstay of the
of teams. Some of the sport’s biggest NAF and a permanent fixture of the AFC. The team
names simply ceased to exist as they folded in the had enjoyed great successes in its heyday, winning the
financial crisis that followed. Others seized the Blood Bowl Championship title in 2465. Sadly, in the years
initiative and were able to profit greatly and, whilst after this success, the Marauders seemed to struggle
the majority adapted quickly, some were forced – the team made the final three more times, but always
to make tough choices, having to decide between seemed to lack the finesse required to repeat past glory.
closure and merger.
Over time, talented players were lured away to rival
outfits, whilst the wages bill seemed to soar ever higher.
Within a few years, the team was in huge debt and, when
the NAF collapsed, creditors were quick to call in debts
owed, reasoning that the death of the NAF signalled the
decline of the sport. When the Marauders were forced
to sell their home stadium, an unexpected saviour came
forward. The Middenland Maulers, a long-time rival from
the minor leagues, approached them as buyers on the
condition that the two teams merge. With few options
available, the Marauders accepted and a new Old
World Alliance team was born.

TEAM PROFILE:
THE
MIDDENHEIM
MAULERS
TEAM COLOURS: Claret and white
OWNER: Johanns von Middenland
HEAD COACH: Uthar Hagg
PLAYERS: Humans, Dwarfs and Halflings
TEAM HONOURS: Blood Bowl Champions 2493;
Worlds Edge Superleague winners 2495, 2496
HALL OF FAME: Karla von Kill, Uthar Hagg,
Max Horsteman
SPIKE! TEAM RATING: 120

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HALL OF FAME:
THE MIDDENHEIM MAULERS
2495-2496 SQUAD
NAME POSITION MA ST AG AV SKILLS
Luthor Micklewitz Human Lineman 6 3 3 8 Animosity, Wrestle
Heinz Ostwald Human Lineman 6 3 3 8 Animosity, Block, Stand Firm
Olaf Gantz Human Lineman 5 3 3 8 Animosity, Grab, Guard
Hal Kapernio Human Thrower 6 3 3 8 Animosity, Leader, Pass, Sure Hands
Anders Spritling Human Catcher 8 2 4 7 Animosity, Catch, Dodge, Sprint
Max Horsteman Human Blitzer 7 3 3 8 Animosity, Block, Tackle, Wrestle
Gunnar Ghrondson Dwarf Blocker 4 3 2 9 Block, Guard, Loner, Tackle, Thick Skull
Ragnir Steinhand Dwarf Blocker 4 3 2 9 Block, Loner, Stand Firm, Tackle, Thick Skull
Gimir the Fast Dwarf Runner 6 4 3 8 Block, Loner, Sure Hands, Thick Skull
Oleg Stoutbeard Dwarf Blitzer 5 3 3 9 Block, Dodge, Loner, Thick Skull
Snorri Knee-smasher Dwarf Troll Slayer 5 3 2 8 Block, Dauntless, Frenzy, Loner, Mighty Blow,
Thick Skull
Tuckleberry Trews Halfling Hopeful 5 2 3 6 Dodge, Loner, Right Stuff, Stunty
M’Gor ‘N’ Graw Ogre 5 5 2 9 Bone Head, Break Tackle, Loner, Mighty Blow, Strong
Arm, Thick Skull, Throw Team-mate
The Middenheim 2 Assistant Coaches 3x Re-rolls
Maulers
Old World Alliance 4 Cheerleaders 4 Fan Factor
Team
Head Coach Apothecary Total Cost of Team: 1,700,000 gold pieces
Uthar Hagg

The Middenheim Arena


The home stadium of the Middenheim Maulers, formerly home to the Marauders, is the Middenheim Arena.
This famous landmark of the north boasts one of the oldest astrogranite pitches in the Old World. Sadly for visiting
teams, the surface was installed several years before astrogranite was perfected, so it’s arguable that surface is just
made of plain old granite!

At the start of any game in which the Maulers play, roll a D6. On a roll of 1-3, the game is played on a normal
Blood Bowl pitch. On a roll of 4 or more, the game is being played at the Middenheim Arena. For the duration of the
game, apply a +1 modifier to any Armour rolls made when a player is Knocked Down. In addition, the Maulers
enjoy huge support from Middenheimers – therefore, the Maulers gain +1 FAME (note that this may give
them +3 FAME).

DID YOU KNOW…


Mad Emperor Maus Sauerhess once forced his Elector Counts to
play him and his court in a game of Blood Bowl. The game rapidly
descended into a free-for-all, with Middenheim and Ostland ganging
up on Talabecland and Ostermark, while Nordland and Stirland
watched from the sidelines – despite all six players being on
the same team!

27
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Old World Style
DID YOU KNOW…
Halflings with big dreams often
see Old World Alliance teams
OLD WORLD
as the perfect opportunity to
break into the big leagues.
Unfortunately, such Halflings
are often the first targets,
STYLE
being the only player barely
posing a challenge!

AN ABUNDANCE
OF RICHES
A
tactics guide for the
Old World Alliance?
This is where we would
normally explain what this team
excels at and how to deal with
its shortcomings based on years of
experience. However, the Old World Alliance
is unique in the new era of Blood Bowl being the first
all-new roster to grace the gridiron in many a year!
For help, we turned to northern legend, Don Vito
of Neucastille, one of the few coaches to have had
sufficient time to form an opinion worth listening to
on this new roster!

28
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Building an Old World Alliance
A
t first glance, the Old World

S
Alliance offers coaches an o, where should a coach start with this potential all-star team? Finding a
embarrassment of riches. fitting starting line-up for a standard 1,000,000 gold pieces team is going to
Solid, cheap Linemen? Got that demand that some hard choices be made. There are two main options:
covered. Something a bit more swish?
Well look no further, they have access OPTION 1 – MUSCLE
to a Human Blitzer, Thrower and Load up on Armour and Strength. With the right players – namely Human Linemen,
Catcher! Need a bit of muscle? Hire a Human Blitzer, a Dwarf Runner, a Dwarf Blitzer, a Dwarf Blocker and an Ogre –
an Ogre! Need a one-turn Touchdown the team can shoulder barge its way through the attrition of its opening games and
option to go with him? A pair of Halflings build on a powerful base to add the razzle-dazzle later. Another advantage here is
can make that happen! And if all that being able to develop some of those slow players who otherwise may not collect
choice isn’t enough, there’s the best many SPPs. This allows a coach to start with 12 players and have some gold left
part of a Dwarf team ready to hire to over which can go towards an apothecary after game one.
give a bit of Armour to that flair! Having
so much choice in one roster is a OPTION 2 – FINESSE
wonderful headache to have! This route gives the team a lot of options. By taking an extra team re-roll and
including a Human Catcher, a Human Thrower and a Halfling Hopeful in place
However, in an Old World Alliance of an Ogre and a Lineman, an Old World Alliance team gains a lot of speed and
team, there are a lot of players with manoeuvrability. The downside is the loss of a lot of Armour and the lack of a Big
Loner. The Ogre, the Halflings and all of Guy to hold the middle of the field. Such a team will get out of the gate quicker, but
the Dwarfs all have the Loner skill, and will it keep the pace in a longer league?
with team re-rolls at an eye- watering
70,000 gold pieces each, there is a risk Player Progression

I
that a coach lacking in caution could t’s hard to give specific advice on how to develop this team – there is so much
see many Turnovers. But this is a risk choice that a coach could go in one of several directions and still have an
worth taking as these players add a effective roster. With this in mind, it is perhaps best to follow tried and tested
great deal to the team. skill paths for the different positionals available.

Human players are very much the backbone of Old World Alliance teams, and
it will be the humble Lineman that takes to the pitch most often. With skills such as
Block and Wrestle, their use to their team is increased. For Human Catchers, Block
works well with Dodge to keep them safe and the addition of Side Step makes them
very hard to deal with. A Human Thrower is invaluable, giving the option to Hand-off,
pass or run the length of the pitch surrounded by a cage. A Human Blitzer is a jack
of all trades who can be developed into a ball-hunter, sideline protector, or even a
back-up runner – essential to have on the team!

Dwarfs are masters of the bash game. Both Blockers and Blitzers are well
suited to take and make use of the Guard skill. Slayers with Mighty Blow are great
at hitting things and clearing the sidelines. All three player types will also benefit no
end from Stand Firm.

Ogres provide strength and durability and, combined with Halflings, will
allow the team to score one-turn Touchdowns with a degree of ease. Halflings in
particular should focus on this, taking skills such as Sure Feet or Sprint.

Summary

A
n Old World Alliance team offers more choice than any other. However,
there is a danger of becoming too focused on a single style of play, creating
weaknesses that can be exploited. Over time, diversity can be added to the
starting roster, and a coach can build a true all-star alliance!

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Star Player – Helmut Wulf

T W UL F
HELMU I G IN AL
TH E O R G L O ON Y
A W - W IEL D I N
CH A I NS

30
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N
o one remembers the first use of a
chainsaw on the Blood Bowl pitch, but
everyone can agree that Man-mangler
McStone’s creation came at just the right
time for the NAF. With the sport going through

I
something of a corporate expansion, the n Coffin Corner, we remember those players
chainsaw was viewed as exactly the sort of that are no longer with us – because they were
crowd-pleasing innovation needed to justify the trampled into the pitch, torn apart and possibly
increased ticket prices! set on fire!

A
s the phenomenon of the chainsaw took the world BETWEEN TWO PATHS
by storm, one veteran player quickly emerged We remember Nortlgorpit, Lineman for the Chaos
as a hero to the devotees of decapitation in the Renegade team, the Silent Cabal. After an incredible
stands. Helmut Wulf had been among the first to volunteer display of sporting prowess, where Nortlgorpit scored two
to carry one of the deadly contraptions onto the pitch, touchdowns, his infamous rants about “a friend telling
and soon came to be recognised as the quintessential me what I should do” proved true when a second head
‘chainsaw-wielding loony’. grew from his shoulders. His cries of joy were quickly
stymied when the pair couldn’t decide which way they
Of all the loonies so beloved of the fans in the later wanted to go and promptly tore Nortlgorpit’s body in half
2480s, Helmut Wulf was perhaps the greatest, carving in disagreement.
himself a place in the Hall of Fame with the screaming
teeth of his beloved chainsaw. His natural affinity for FINAL PERFORMANCE
violence, his flamboyant eviscerations and his ability We remember Soursnik, mascot for the Underworld
to wield the whirling, jagged-toothed weapon as if it Denizens team, the Tunnel Brothers. Aware that his
were an extension of his own body marked him out as team-mates had suffered several blows to their morale
something special. lately, Soursnik attempted to cheer them up by trying out
some new routines. Sadly, his first new costume was in
Though advancing in years, Wulf is still willing to the shape of a mouldy cheese and Soursnik was promptly
answer the call and take to the Blood Bowl pitch. He’s devoured by his Skaven team-mates.
been sent off for the illegal use of weaponry more times
than almost any other player in history, but the fans can’t AN ANCIENT ISSUE
resist the spectacular bloodbath that erupts whenever he We remember Gedring Crumblewood, Halfling Hopeful
plays. Wise referees will turn a blind eye to his infractions for the Hochland Mountaineers. Caught up in the playful
for the sake of takings, for any game involving him is sure ribbing between team-mates during his first game,
to be sold out. Gedring joked that one of the Dwarfs cared more about
his beard than an Elf did about their hair. His cries of
“It’s just banter!” did not stop the Dwarf in question
from pummelling Gedring to death.
SPIKE! EXCLUSIVE STAR PLAYER
PROFILE: HELMUT WULF Have you witnessed any memorable deaths on
AGE: 49 HEIGHT: 6 ft 2 inches WEIGHT: 212 lbs the pitch – because Spike! Magazine wants
ORIGINATING TEAM: The Bruendar Grimjacks to know! Send in your outrageous obituaries,
POSITION: Blocker funny fouls and mirthful murders to ‘Coffin
CAREER TOTALS: Rushing 1,820 paces; 64 player Corner, Spike! Tower, 30 Neustrasse, Altdorf’.
fatalities; 7 referee fatalities; 1 hot dog vendor fatality
AWARDS: Most Limbs Severed 2483; Delightful
Decapitation Award 2482, 2486, 2496, 2497;
Most Blood Spilled 2488
SPIKE! MAGAZINE STAR PLAYER RATING: 158

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Mixed Fortunes
“The first sixteen casualties
are the most important.”
- Mighty Zug

MIXED
FORTUNES
LESSER-KNOWN STAR PLAYERS

T
here’s something about mixed teams that seems to attract a truly staggering array
of misfits into their ranks, and it’s no secret that, as a result, discipline (or rather
the lack of it) is often an issue. This, in turn, seems to lead to a remarkable number of free
agents roaming the market and looking for work, most of whom have been kicked out of more than a few
teams. Recently, with the increase in Old World Alliance teams on the circuit, other players have also found
themselves in demand. Mercenaries that once could have played only for a very small number of teams have
found ever more would-be employers.

Such jobbing wanderers are unlikely to ever be considered superstars of the game, but their expertise is always
in high demand!

32
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Kreek Rustgouger
– The Verminator

S
everal years ago, Clan Rigens sports analysts noted in
their research the level of success enjoyed by several
Goblin teams active in the Underworld leagues, and
their reliance on so-called ‘secret weapons’. These analysts’
definition of ‘success’ seems to have been somewhat broad
in conventional terms, but research is research and the
Clan elders decided to act upon the findings. This led to a
petition to Clans Moulder and Skryre to develop a new type of
player, the result of which was the heavily-modified Rat Ogre
known as ‘the Verminator’. Sadly for Clan Rigens, their prized,
new possession has attracted a lot of attention from officials,
causing the Verminator to become one of the most frequently-
ejected players in recent years!

SPIKE! EXCLUSIVE STAR PLAYER PROFILE


AGE: Varies HEIGHT: Unpredictable
WEIGHT: Hard to say for certain
ORIGINATING TEAM: The Warpfire Wanderers
POSITION: Wherever the most damage can be done
CAREER TOTALS: 36 eviscerations; 12 decapitations;
22 deaths by crushing; 16 deaths by explosion; 126 serious
injuries; 22 lifetime bans
AWARDS: Revoked, pending investigation
SPIKE! MAGAZINE STAR PLAYER RATING: 165

Hakflem Skuttlespike

F
or many years, the masters of Clan Rigens have
devoted huge resources to creating the perfect Blood
Bowl player. In their underground laboratories, many
strange mutations have been developed: Skaven with four
legs and no head, Rat Ogres with limbs reversed, and many
more simply too horrible to describe. A few years ago, their
toil and experimentation bore fruit. The result was Hakflem
Skuttlespike, a player upon whose shoulders Clan Rigens
immediately placed immense pressure. But, as with all cunning
Skaven plans and grand ambitions, there were… difficulties.
Skuttlespike did prove to be an excellent player, but he was
also petty, jealous and vicious, even for a Skaven! He ensured
that none would be created to rival him, killing any that looked
like a potential equal.

SPIKE! EXCLUSIVE STAR PLAYER PROFILE


AGE: 29 HEIGHT: 5 ft 9 inches
WEIGHT: 96 Ibs
ORIGINATING TEAM: The Skavenblight Scramblers
POSITION: Blitzer/Runner
CAREER TOTALS: 16 rushing touchdowns; 39 catching
touchdowns; 72 kills/serious injuries
AWARDS: Most Vicious Player 2489; The Big Cheese 2491;
Forewarned is Four-armed 2493
SPIKE! MAGAZINE STAR PLAYER RATING: 296

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Skitter Stab-Stab

S
kaven and Underworld Denizens teams prize the lesser
adepts of Clan Eshin as Blood Bowl players for the
incredible speed and agility they can bring to the pitch.
Indeed, without these Gutter Runners, many such teams would
not be the successes they are. Skitter Stab-Stab, though, is no
mere Gutter Runner, he is Clan Eshin’s master assassin, and
for years he has secretly done his lords’ bidding. Whenever
ill fortune strikes down an obstructive official in suspicious
circumstances, fans whisper that Skitter was seen on the
sidelines. When an opposition player suffers a mysterious
injury from a seemingly innocuous block, their team-mates are
quick to claim they saw Skitter on the pitch.

And who knows? Maybe sometimes they did glimpse him…

SPIKE! EXCLUSIVE STAR PLAYER PROFILE


AGE: Unknown HEIGHT: Speculative
WEIGHT: What?
ORIGINATING TEAM: Unknown
POSITION: Gutter Runner
CAREER TOTALS: Impossible to research
AWARDS: None, but that’s quite an achievement in itself
– everyone who plays Blood Bowl seems to get at least
one award!
SPIKE! MAGAZINE STAR PLAYER RATING: 231

Karla von Kill

T
he young Karla von Kill came to Blood Bowl from
humble origins. The daughter of a pig farmer, the first
team she played for was the Hochstadt Hellfires, a
provincial team that campaigned in the backwater leagues
of Hochland. Karla’s big break came after a run-in with
a Minotaur left her seriously injured and her career in
jeopardy. Upon her surprising return to the Hellfires, Karla
was approached by a talent scout for none other than the
Middenheim Marauders. Staying with the Marauders through
their merger with the Middenland Maulers, Karla proved
influential in the final of the 2493 Blood Bowl Classic, bringing
down the Mighty Zug with an elbow jab that made the crowd
wince in the final moments of the game to secure her place in
the Hall of Fame.

SPIKE! EXCLUSIVE STAR PLAYER PROFILE


AGE: 31 HEIGHT: 5 ft 6 inches WEIGHT: 142 lbs
ORIGINATING TEAM: The Hochstadt Hellfires
POSITION: Blitzer
CAREER TOTALS: 61 rushing touchdowns; 73 catching
touchdowns; 28 kills/serious injuries; 3 interceptions
AWARDS: AFC Player of the Year 2483; Ingrid the Pious Award
for Inspirational Achievement 2486; Blood Bowl Player’s
Medal 2493
SPIKE! MAGAZINE STAR PLAYER RATING: 187

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Mighty Zug

I
n 2468 a hulking, great, useless, whimpering lump
known only as Zug arrived at the Altdorf Old Bowl, there to
apprentice to the Reikland Reavers. From his appearance
and behaviour, the Reavers thought they had been sent an
adolescent Ogre, until head coach, Helmut Zwimmer, made
training the boy his personal mission. After many frustrating
months, Zug began to show his true form and enjoyed several
successful seasons in the youth team. Zug played his first
game for the Reavers’ first team in the autumn of 2476, and
succeeded in making his presence felt by severely injuring
eight Middenheim players in the first half. Over the years, he
has become a firm favourite with the fans. He may not move
fast, but his talent for breaking bones is unrivalled!

SPIKE! EXCLUSIVE STAR PLAYER PROFILE


AGE: Unknown HEIGHT: 7 ft 2 in WEIGHT: 325 lbs
ORIGINATING TEAM: The Reikland Reavers
POSITION: Anywhere he likes CAREER TOTALS: 5 rushing
touchdowns; 266 kills/serious injuries inflicted
AWARDS: 33 Most Valuable Player Awards; McMurty’s
Spamburgers Player of the Year 2482, 2484, 2485;
Anti-violence Watchdog Committee Worst Tackle of the Year
2484, 2487; Blood Bowl Winner’s Medal 2479, 2485, 2487;
Blood Bowl Player’s Medal 2483
SPIKE! MAGAZINE STAR PLAYER RATING: 374

Grim Ironjaw

T
he Slayer Cult is a strange aspect of Dwarf life, seen
as the only option for those who have committed a
shameful act. Shedding their worldly possessions and
symbolically greasing their hair with pig fat, these contrite
Dwarfs seek a noble doom on the gridiron. Following some
unspoken misdeed, Grim Ironjaw took the Slayer oath and
sought a team to play for. The Blackmountain Blades suited
his needs perfectly. One of the few non-Orc teams in the
Thunder Valley League, they regularly faced snarling Trolls
and fearsome Black Orcs, which suited Ironjaw perfectly.
As news of his prowess spread, Ironjaw accepted many offers
and spent several seasons moving from team to team, always
striving to move up in the league rankings to face ever more
fearsome opponents.

SPIKE! EXCLUSIVE STAR PLAYER PROFILE


AGE: 306 HEIGHT: 5 ft 2 inches WEIGHT: 162 Ibs
ORIGINATING TEAM: The Blackmountain Blades
POSITION: Troll Slayer
CAREER TOTALS: 3 rushing touchdowns;
102 kills/serious injuries
AWARDS: Spike! Magazine’s Anger Management Award 2392;
Most Brutal Outburst 2436; Lauriel Elflock’s Fabulous Follicles
Award 2469 (declined)
SPIKE! MAGAZINE STAR PLAYER RATING: 318

35
Another Custodes Libris share. Buy the stuff if you like it!
Flint Churnblade

D
warfs display a tendency to think they own the modern
game because the Sacred Commissioner Roze-El
was himself a Dwarf! Many ‘additions’ to the rules
have originated from Dwarf teams who refuse to see their
inclusion as cheating when they do it. Match officials disagree
strongly, of course, but often choose a ‘wait and see’ attitude
when faced with the worst examples of Dwarf excellence
in engineering!

Flint Churnblade was one of the more successful


chainsaw-wielding loonies to survive the craze of the
mid-2480s, and is one of the few that still endures today.
These days, for a very reasonable price, Flint is happy to take
to the pitch and bring the opposition down to his level!

SPIKE! EXCLUSIVE STAR PLAYER PROFILE


AGE: 246 HEIGHT: 5 ft 3 inches
WEIGHT: 158 lbs
ORIGINATING TEAM: The Karak Wanderers
POSITION: Chainsaw-wielding Loony
CAREER TOTALS: 39 serious injuries; 57 extreme
knee-cappings; 43 player fatalities
AWARDS: Most Vicious Player 2478, 2481; Most Brutal
Outburst 2489; Delightful Decapitation Award 2488
SPIKE! MAGAZINE STAR PLAYER RATING: 187

Nobbla Blackwart

A
ll Goblins are sneaky and delight in cheating, they
are prone to bringing prohibited weapons onto
the pitch to even the odds, and when they can trip
the opposition and have them at their mercy, they are quick
to stick the boot in. They even cheat their way out of paying
the officially-recognised bribery tariffs! When newfangled
technology appears, Goblins are always quick to embrace it
and twist it to their devious purposes. But the sneakiest Goblin
ever to swing a chainsaw is undoubtedly Nobbla Blackwart. He
has earned a ferocious reputation even among the ranks of his
fellow chainsaw-wielding loonies for his petty cruelty and, for
a Goblin, surprising toughness. Consequently, his services are
always in high demand!

SPIKE! EXCLUSIVE STAR PLAYER PROFILE


AGE: 37 HEIGHT: 3 ft 7 inches
WEIGHT: 87 lbs
ORIGINATING TEAM: The Greenboyz
POSITION: Chainsaw-wielding Loony
CAREER TOTALS: 52 serious injuries; 29 player fatalities; 437
red cards (all time record)
AWARDS: Artful Assailment Award 2489, 2491, 2496;
Mesmerizing Mutilation Award 2484, 2490, 2494;
Dirty Dan’s Foul Play Award 2491, 2497
SPIKE! MAGAZINE STAR PLAYER RATING: 185

36
Another Custodes Libris share. Buy the stuff if you like it!
ON, PRITLING
, E FAST,
GHRONDS ANDERS S GIMIR TH
GUNNAR C K E R, CHER, NNER,
B LO C AT F R U
DWARF AULERS HUMAN AULERS DWAR AULERS
ENHEIM M ENHEIM M ENHEIM M
THE MIDD THE MIDD THE MIDD

STEMAN, RNIO, WS,


MAX HOR HAL KAPE ERRY TRE
TUCKLEB
HUMAN B
LITZER, HROWER, H O P E F U L,
RS HUMAN T LERS HALFLING AULERS
N H EIM MAULE N H EIM MAU N H E IM M
T HE MIDDE T HE MIDDE THE MIDD
E

SHER, TWALD, UTBEARD


,
NEE-SMA HEINZ OS OLEG STO
SNORRI K SLAYER, NEMAN, LI T Z E R ,
OLL HUMAN LI DWARF B
DWARF TR ULERS RS AULERS
ENHEIM M
A
N H E IM MAULE NHEIM M
THE MIDD T HE MIDDE T H E M ID D E

© Copyright Games Workshop Limited 2020. Blood Bowl, Blood Bowl The Game of Fantasy Football, Spike! The Fantasy Football Journal,
Citadel, Games Workshop, GW and all associated logos, names, races, vehicles, weapons and characters are either
® or TM and/or © Games Workshop Limited. All Rights Reserved.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means
electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.

This is a work of fiction. All the characters and events portrayed in this book are fictional,
and any resemblance to real people or incidents is purely coincidental.

British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library.

Games Workshop Web site: www.games-workshop.com


Forge World Web site: www.forgeworld.co.uk

Another Custodes Libris share. Buy the stuff if you like it!
W’ O’GOR
E,
TTER GRIM
, SNOT,
‘FAST DRA SHAFTSPLI THROTTLE
N ER, W ER, GARBAGE
GUTTE R R U N
S SKAVEN T H R O
S GOBLIN,
CREEPER CREEPER REEPERS
RWORLD RWORLD R WORLD C
THE UNDE THE UNDE THE UNDE

AVE, RLAND, INSPLATT


ER,
FIRESPLI
TTER CLE TEETHGA ‘FAT’ BRA
NE N,
M A WILDMAN , NE M A N ,
SKAVEN LI S GOBLIN SKAVEN LI
CREEPER REEPERS R E EPERS
RWO LD
R R WORLD C RWO R LD C
THE UNDE THE U N DE THE UNDE

E, ER, D,
FESTER R
USTBLAD DONCUTT PILES OP
ENWOUN
N , SPLIT TEN T Z E R, N ,
GOB LI B LI GOB LI
CREEPER
S SKAVEN CREEPER
S
CREEPER
S
H E U ND E RWORLD H E U N DE RWORLD H E U N DE RWORLD
T T T

UNYON, INELF, RIM,


‘RACE’ O’B SPIKE SK ’ BOWELG
‘SLASHER
LI NEMAN, B LI N, B LI N ,
SKAVEN CREEPER
S GO
CREEPER
S GO
CREEPER
S
RWORLD R W O R LD RWORLD
THE UNDE THE UNDE THE UNDE

Another Custodes Libris share. Buy the stuff if you like it!

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