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Teams

BLACK ORC TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
GOBLINS (3) 6 1 4+ 6+ Elusive
BLACK ORCS (3) 4 2 5+ 2+

EMERGENCY RESERVES: 4

Elusive: When performing a Run action, this player can move adjacent to opponents, bust must end the action Open.


CHAOS TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
BEASTMAN (4) 6 1 4+ 6+ Headbutt
CHOSEN BLOCKER (2) 5 2 5+ 2+

EMERGENCY RESERVES: 4

Headbutt: If this player makes a Run action followed by a Mark action, they can immediately make a free Block action.


DARK ELF TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
LINEMEN (3) 6 1 4+ 3+
RUNNER 7 1 3+ 4+ Safe Hands
BLITZER 7 1 4+ 3+ Offensive Specialist
WITCH ELF 7 1 5+ 4+ Frenzied

EMERGENCY RESERVES: 4

Safe Hands: If this player is Knocked Down while holding the ball, you can choose which adjacent square the ball bounces into instead of rolling a D8.

Offensive Specialist: Whenever this player makes a Block action, you can choose to re-roll the block dice.

Frenzied: After this player makes a Mark action, they can immediately perform a free Block action.


DWARF TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
LINEMEN (3) 4 1 5+ 2+
RUNNER 6 1 4+ 3+ Safe Hands
BLITZER 5 1 4+ 2+ Offensive Specialist
TROLLSLAYER 5 1 6+ 4+ Frenzied

EMERGENCY RESERVES: 4

Safe Hands: If this player is Knocked Down while holding the ball, you can choose which adjacent square the ball bounces into instead of rolling a D8.

Offensive Specialist: Whenever this player makes a Block action, you can choose to re-roll the block dice.

Frenzied: After this player makes a Mark action, they can immediately make a free Block action.


ELF TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
LINEMEN (3) 6 1 4+ 4+
THROWER 6 1 2+ 4+ Handling Skills
CATCHER 8 1 4+ 5+ Catcher's Instincts
BLITZER 7 1 3+ 3+ Offensive Specialist

EMERGENCY RESERVES: 4

Handling Skills: Whenever this player is moved into a square containing the ball, they pick it up, as though they were making a Run action.

Catcher's Instincts: If this player is Open and the target of a successful Throw action (not a hand-off), they can make a free Run action.

Offensive Specialist: Whenever this player makes a Block action, you can choose to re-roll the block dice.


GOBLIN TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
GOBLINS (6) 6 1 4+ 6+ Elusive
BLACK ORCS (3) 4 2 5+ 2+ Hulking Brute
Throw Team-mate

EMERGENCY RESERVES: 4

Elusive: When performing a Run action, this player can move adjacent to opponents, bust must end the action Open.

Hulking Brute: When this player performs a Block action, treat results on the block dice of Tackle and Smash! results as Kerrunch! In addition, if this player is the target of a Block action, treat results of Shove as Miss.

Throw Team-mate: This player may throw Goblin team­mates as a Throw action (see Throw Team-mate Action, page 17)


HALFLING TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
HOPEFULS (4) 5 1 4+ 6+
CATCHER 5 1 4+ 6+ Catcher's Instincts
HEFTY 5 1 4+ 4+ Stand Firm
TREEMAN 2 2 5+ 2+ Hulking Brute
Throw Team-mate

EMERGENCY RESERVES: 2

Catcher's Instincts: If this player is Open and the target of a successful Throw action (not a hand-off), they can make a free Run action.

Stand Firm: If this player is the target of a Block action, treat results on the block dice of Shove as Miss.

Hulking Brute: When this player makes a Block action, treat results of Tackle and Smash! as Kerrunch! In addition, if this player is the target of a Block action, treat results of Shove as Miss.

Throw Team-mate: This player may throw Halfling team­mates as a Throw action (see Throw Team-mate Action, page 17)


HUMAN TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
LINEMEN (3) 6 1 4+ 3+
THROWER 6 1 3+ 3+ Handling Skills
CATCHER 8 1 4+ 5+ Catcher's Instincts
BLITZER 7 1 4+ 3+ Offensive Specialist

EMERGENCY RESERVES: 4

Handling Skills: Whenever this player is moved into a square containing the ball, they pick it up, as though they were making a Run action.

Catcher's Instincts: If this player is Open and the target of a successful Throw action (not a hand-off), they can make a free Run action.

Offensive Specialist: When this player makes a Block action, you can choose to re-roll the Block dice.


KHORNE TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
MARAUDERS (3) 6 1 4+ 4+
KHORNGOR 6 1 4+ 4+ Headbutt
BLOODSEEKERS (2) 5 2 6+ 3+ Enforcer

EMERGENCY RESERVES: 4

Headbutt: If this player makes a Run action followed by a Mark action, they can immediately make a free Block action.

Enforcer: When this player makes a Block action, you must resolve the result of all the dice rolled, picking the order they are resolved in. For each knocked down result, the opposing coach must make an Armour check for the target player


LIZARDMEN TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
SKINK RUNNERS (2) 8 1 4+ 6+ Safe Hands
CHAMELEON SKINK CATCHER 7 1 3+ 5+ Catcher's Instincts
SAURUS BLOCKER (3) 6 2 6+ 2+

EMERGENCY RESERVES: 4

Safe Hands: If this player is Knocked Down while holding the ball, you can choose which adjacent square the ball bounces into instead of rolling a D8.

Catcher's Instincts: If this player is Open and the target of a successful Throw action (not a hand-off), they can make a free Run action


NECROMANTIC TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
ZOMBIES (3) 4 1 6+ 3+
GHOUL 7 1 4+ 4+ Safe Hands
WRAITH 6 1 - 3+ Ethereal
WEREWOLF 8 1 4+ 3+ Claws
FLESH GOLEM 4 2 6+ 2+

EMERGENCY RESERVES: 5

Safe Hands: If this player is Knocked Down while holding the ball, you can choose which adjacent square the ball bounces into instead of rolling a 8.

Ethereal: When performing a Run action, they can move adjacent to opponents and through obstructions, but must end the action Open and not on an obstruction.

Claws: When this player makes a Block action, roll a D6 along with the Block dice. If the result is a 6, the target is automatically injured - do not resolve the block dice.


NOBLE TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
RETAINER (2) 6 1 4+ 4+
THROWER 6 1 3+ 4+ Handling Skills
BODYGUARD (2) 6 1 5+ 3+ Stand Firm
BLITZER 7 1 4+ 3+ Offensive Specialist

EMERGENCY RESERVES: 4

Handling Skills: Whenever this player is moved into a square containing the ball, they pick it up, as though they were making a Run action.

Stand Firm: If this player is the target of a Block action, treat results on the block dice of Shove as Miss.

Offensive Specialist: Whenever this player makes a Block action, you can choose to re-roll the block dice.


NURGLE TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
ROTTER (3) 5 1 6+ 4+
PESTIGOR 6 1 4+ 3+ Headbutt
BLOATER (2) 4 2 6+ 3+ Stand Firm

EMERGENCY RESERVES: 4

Headbutt: If this player makes a Run action followed by a Mark action, they can immediately make a free Block action.

Stand Firm: If this player is the target of a Block action, treat results on the block dice of Shove as Miss.


OGRE TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
GNOBLARS (6) 5 1 5+ 6+ Titchy
OGRE (2) 5 2 5+ 2+ Hulking Brute
Throw Team-mate

EMERGENCY RESERVES: 5

Titchy: Opponents may move adjacent to this player during a Run action, but doing so ends the action. When this player performs a Block action, treat results of Tackle as Miss.

Hulking Brute: When this player makes a Block action, treat results of Tackle and Smash! as Kerrunch! In addition, if this player is the target of a Block action, treat results of Shove as Miss.

Throw Team-mate: This player may throw Gnoblar team­mates as a Throw action (see Throw Team-mate Action, page 17).


ORC TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
LINEMAN (3) 5 1 4+ 2+
THROWER 5 1 3+ 3+ Handling Skills
BLITZER 6 1 4+ 2+ Offensive Specialist
BIG'UN 5 2 6+ 2+

EMERGENCY RESERVES: 4

Handling Skills: Whenever this player is moved into a square containing the ball, they pick it up, as though they were making a Run action.

Offensive Specialist: Whenever this player makes a Block action, you can choose to re-roll the block dice.


SKAVEN TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
LINERATS (3) 7 1 4+ 4+
THROWER 7 1 3+ 4+ Handling Skills
GUTTER RUNNER 9 1 4+ 5+ Safe Hands
BLITZER 7 1 5+ 3+ Offensive Specialist

EMERGENCY RESERVES: 4

Handling Skills: Whenever this player is moved into a square containing the ball, they pick it up, as though they were making a Run action.

Safe Hands: If this player is Knocked Down while holding the ball, you can choose which adjacent square the ball bounces into instead of rolling a D8.

Offensive Specialist: Whenever this player makes a Block action, you can choose to re-roll the block dice.


SNOTLING TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
SNOTLINGS (6) 5 1 5+ - Insignificant
FUNGUS-FLINGA 5 1 4+ - Bomber
FUN-HOPPA 6 1 5+ - Leap
STILTY RUNNA 7 1 5+ -
PUMP WAGON D6 3 - 3+ War Machine

EMERGENCY RESERVES: 6

Insignificant: Opponents can move adjacent to this player during a Run action. When this player makes a Block action, treat results of Tackle as Miss.

Bomber: This player can perform a Block action whilst Open. Choose an Open or Marked opponent within 3 squares to be the target. This Block action cannot be assisted and Treat results on the Block dice of Shove as Miss.

Leap: When this player makes a Run action they can move adjacent to, and through players, but must end the action Open, not Marked.

War Machine: This player may make a Run action when Marked. When this player makes a Run action they can move adjacent to opponents and finish the action Open or Marked. This player's Block action cannot be assisted.


UNDEAD TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
SKELETONS (2) 5 1 6+ 4+ Regenerate
ZOMBIES (2) 4 1 6+ 3+
GHOUL RUNNER 7 1 4+ 4+ Safe Hands
WIGHT BLITZER 6 1 5+ 3+ Offensive Specialist
MUMMY 3 2 6+ 2+ Mighty Blow

EMERGENCY RESERVES: 4

Regenerate: After the Pre-Turn sequence, but before you take your first Player Action, if this player is prone, they can make a free Stand-Up action.

Safe Hands: If this player is Knocked Down while holding the ball, you can choose which adjacent square the ball bounces into instead of rolling a D8.

Offensive Specialist: Whenever this player makes a Block action, you can choose to re-roll the block dice.

Mighty Blow: When this player makes a Block action, treat results on the block dice of Smash! as Kerrunch!


WOOD ELF TEAM

PLAYER MOVE BLOCK THROW ARMOUR ABILITY
LINERATS (3) 7 1 4+ 5+
THROWER 7 1 2+ 4+ Handling Skills
CATCHER 8 1 4+ 6+ Catcher's Instincts
WARDANCER 8 1 4+ 5+ Rush

EMERGENCY RESERVES: 4

Handling Skills: Whenever this player is moved into a square containing the ball, they pick it up, as though they were making a Run action.

Catcher's Instincts: If this player is Open and is the target of a successful Throw action (not a hand-off), they can make a free Run action.

Rush: When this player makes a Run action, They can move adjacent to opponents, but doing so ends the action.