Goblin

Amazons
Chaos
Chaos Dwarf
Dark Elf
Dwarf
Goblin
Halfling
High Elf
Human
Lizardmen
Norse
Orcs
Skaven
Undead
Wood Elf

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A Goblin team's game plan owes much more to hope than potential.  Goblins can make quite good catchers because they are small and agile, but the art of throwing is sadly lost to them, while the chances of their blocking anything larger than a Halfling are remote to say the least.  Still, this never seems to bother Goblin players, and occasionally the use of a particularly devious secret weapon will even allow a Goblin team to win a match.

Qty.

Position

Cost

MA

ST

AG

AV

Skills

Advancement

0-16 Goblins (L) 40,000gp 6 2 3 7 Dodge, Right Stuff, Stunty Ag, Weapon
0-2 Trolls (P) 110,000gp 4 5 1 9 Mighty Blow, Thick Skull, Always Hungry, Really Stupid, Regenerate Gen, Str, Big Guy

Re-Rolls: 60,000gp each.
Allies: Beastman, Chaos Marauder, Skaven, Ogre, Orc.
Secret Weapons: Chainsaw, Explosive & Stink Bombs, Pogo-stick, Ball & Chain, Deathroller. Goblin teams may include up to four secret weapons.
Special Rules: Being about half the size of a normal Blood Bowl player does, unfortunately, have its disadvantages.  Goblins are just a bit too small to throw the ball very well, and so must increase the range by one category when they make a pass.  In addition, the little guys tend to break rather easily, which is represented by allowing the opposing coach to add +1 to the dice roll whenever he makes an Injury roll for a Goblin, in addition to any other modifiers that might apply.

 

Last updated 04/12/2001 . E-mail the Commissioner. Disclaimer: This website is completely unofficial and in no way endorsed by Games Workshop Limited. Blood Bowl is a trademark of Games Workshop Limited, and is used without permission. No challenge to their status is intended.