HE PLAYS LIKE A DAEMON!
By Andrew Hall
Originally presented in Citadel Journal #8 and Blood Bowl Compendium #1
Copyright Games Workshop Ltd. 1997
Wishing to have a greater variety of players available to his Chaos team, Andrew Hall has sent in his rules for using Daemons in Blood Bowl. After all, the daemonic powers of the Daemonic Wastes like a good match as much as the next pan-dimensional being of doom.
It took a long time for the Blood Bowl frenzy to reach the astral planes, but when it did…WOW! Daemons make great Blood Bowl players, as Chaos teams have found out. Of course, there are some disadvantages. Most often it’s the fact that some people can frown upon creeping around at the witching hour of the winter solstice with a sacrificial dagger and a maiden of purity. The Daemons themselves are not paid (well, not with money…), as they have no use of mortal possessions. The money goes to the Chaos Sorcerers who are foolish and greedy enough to summon and bind these servants of Chaos. This is not the only disadvantage. With no armor and only a Daemonic Aura to protect them, it is quite common for Daemons to be pounded into the ground and spend the rest of eternity in the magical equivalent of the dugout.
Use the following team lists for your Chaos teams if you wish to use these rules in your games of Blood Bowl. Remember that your League Commissioner must agree to use these rules in your particular league.
The difference between these Chaos teams and a normal Chaos team is that team must be dedicated to one of four Chaos Powers. These are Slaanesh, Khorne, Tzeentch or Nurgle, and the Daemonic player they are allowed is the Daemon of their patron deity – Plaguebearers for Nurgle, Bloodletters for Khorne, Daemonettes for Slaanesh, or Horrors for Tzeentch.
To field Daemons or Greater Daemons, a Chaos team must have a team Wizard. If the Wizard is killed, gets a better offer or leaves the team for any reason, a new one must be hired before the next match. If this isn’t done then all Daemons and Greater Daemons on the team will be plucked back into the void (some people call this banishment, but anyone who really knows Daemons its because they get bored). Having Daemons on your Chaos team doesn’t affect the Wizard’s spell casting ability and you may still cast one spell of your choice during a match. (No, we don’t want rules for the Playbook of Nagash, or the Catching Mitt of Nagash!)
Daemons do not have a normal armor like other Blood Bowl players. Instead they are protected by their Daemonic Auras. This is treated the same as an ordinary Armor Value, except that a player never gets any modifier to his roll when he attempts to beat a Daemons’ Daemonic Aura, so the Claw, Mighty Blow or other skills do not increase the chances of injury.
If a daemon’s Daemonic Aura is beaten, roll for injury as normal. However a result of Badly Hurt, Seriously Injured or Dead means the Daemon should be taken off your team roster and is dead.
PINK AND BLUE HORRORS
Instead of being banished to the warp, a Pink Horror that is Badly Hurt, Seriously Injured or Dead splits into two Blue Horrors. One of these is placed in the square the Pink Horror occupied; the other scatters D6 squares as it pops into existence. If the final square is occupied, the Blue Horror is placed, knocked over; in the target square and the other player is pushed back and knocked down. Armor and injury rolls should be made as normal.
If having Blue Horrors appearing takes your team over the allowed eleven players, roll a dice at the start of each of your own turns. On a roll of 1, 2 or 3 one of the Blue Horrors is sent off for the rest of the match (randomly determine which one). On a roll of 4, 5 or 6 the referee thinks the manic leaping Daemons are just one very fast player…
If both Blue Horrors are cast into the Warp through injury, then the Pink Horror is also dead, remove it from your team roster. However, if one of the Blue Horrors survives a match the Pink Horror is still okay and will start the next match as normal. Blue Horrors cannot earn Star Player Points; they are lost when they merge again to become the Pink Horror.
GREATER DAEMON STAR PLAYERS
Where there’s Chaos, there’s Greater Daemons. These behemoths of the Blood Bowl pitch have a number of special rules. All Greater Daemons, with the exception of the Bloodthirster, have a Daemonic Aura instead of normal armor, and this follows all of the rules on the previous page. In addition, no Chaos team can ever have more than one Greater Daemon. The Greater Daemon they are allowed depends on their patron Chaos god. Teams that follow Khorne can have a Bloodthirster, Slaanesh teams can have a Keeper of Secrets, a Lord of Change plays for Tzeentch teams, while the followers of Nurgle can have a Great Unclean One taking up the room at the back of the team coach.
Chaos Daemons are bound to this world rather loosely. There is a chance that they will lose control of their mortal forms and temporarily return to the realms of Chaos. To represent this, a Greater Daemon has a penalty roll, just like a Dwarf Deathroller or a Goblin Chainsaw. The rules for Penalty Rolls are given in the Blood Bowl Handbook.
Greater Daemons are tougher than other Daemons, and therefore they are only banished to the warp if they are Seriously Injured or Killed. If they are Badly Hurt they simply miss the rest of the game as usual.
GREAT UNCLEAN ONE…Penalty Roll 9+
The huge bulk of a Great Unclean One is always a popular sight with the fans. As it spews gouts of putrid foulness at the opposition, the fans cheer and clap, pointing out particularly virulent boils and blisters that erupt on the opposition.
A Great Unclean One can use a special Stream of Corruption attack instead of making a Block (this means it can move and use this attack if you declare a Blitz action). To resolve this use the teardrop-shaped template. Place the narrow end touching the Great Unclean One, the other end pointing towards the enemy. Any player (on either team) half or more under the template must make an immediate Dodge roll using these modifiers. If this is failed the player is knocked over and may be injured as normal:
+1 for making a Dodge
-1 for each Tackle Zone exerted on the player
The player does not actually move he just tries to duck under the gout of filth blasting towards him.
BLOODTHIRSTER…Penalty Roll 8+
The Bloodthirster is the embodiment of Khorne’s anger and rage. A Bloodthirster is a terrifying sight as it charges down the field bellowing its hatred and swatting aside everything in its path. Remember a Bloodthirster is the epitome of war and battle, and that Blood Bowl is supposed to be a sport. (Don’t say we didn’t warn you!)
A Bloodthirster wears Chaos Armor rather than having a Daemonic Aura. This means it follows all of the normal rules for armor and opponents can modify their Armor rolls with skills or cards.
LORD OF CHANGE…Penalty Roll 7+
Lords of Change are the masters of intrigue and magic. They wield the unearthly powers of Chaos, causing the ball to change into a small duck, the opposing team’s halftime squash to contain funny squiggly things, the crowd into a bunch of contemplative, bespectacled intellectuals and so on.
Having a Lord of Change on the Pitch when there is a Kick Off allows the Chaos Head Coach to draw a Random Event card from the deck. This may be played as normal with the following exceptions. If the Lord of Change is off the pitch then the Chaos player may not play the Random Event Card. Only one Random Event card can be held for the Lord of Change. If you do not use it and there is another Kick Off, you do not draw a new card. If the Lord of Change is sent off, Badly Hurt, banished to the reams of Chaos or misses the rest of the game for another reason then discard the Random Event card immediately. Random Events that are played after the match may be used as long as the Lord of Change is not Badly Hurt, has been banished or was sent off by the Referee.
KEEPER OF SECRETS…Penalty Roll 8+
Any enemy players attempting ANY actions within the Keeper of Secret's tackle zone must first roll a successful unmodified Agility roll. If the Agility roll fails, the player is so enthralled by the decadent images in their mind that they lose their tackle zone for that turn and may not perform any other actions for that turn.
Note: this will result in a turnover if the player is passing, catching, picking up the ball, or even moving while holding the ball (so total is the enthrallment). If multiple actions are attempted within the tackle zone, a successful Agility roll must be rolled first before each action.
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KHORNE TEAM ROSTER |
|||||||
|
QTY |
TITLE |
COST |
MA |
ST |
AG |
AV |
SKILLS |
|
0-12 |
Beastman |
60,000 |
6 |
3 |
3 |
8 |
Horns |
|
0-4 |
Chaos Warrior |
100,000 |
5 |
4 |
3 |
9 |
None |
|
0-2 |
Bloodletter |
130,000 |
6 |
5 |
3 |
7 |
Frenzy |
|
|
|
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Rerolls: 70,000 Gold Pieces each |
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SLAANESH TEAM ROSTER |
|||||||
|
QTY |
TITLE |
COST |
MA |
ST |
AG |
AV |
SKILLS |
|
0-12 |
Beastman |
60,000 |
6 |
3 |
3 |
8 |
Horns |
|
0-4 |
Chaos Warrior |
100,000 |
5 |
4 |
3 |
9 |
None |
|
0-2 |
Daemonette |
110,000 |
6 |
3 |
4 |
7 |
Hypnotic Gaze, Claw |
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Rerolls: 70,000 Gold Pieces each |
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NURGLE TEAM ROSTER |
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|
QTY |
TITLE |
COST |
MA |
ST |
AG |
AV |
SKILLS |
|
0-12 |
Beastman |
60,000 |
6 |
3 |
3 |
8 |
Horns |
|
0-4 |
Chaos Warrior |
100,000 |
5 |
4 |
3 |
9 |
None |
|
0-2 |
Plaguebearer |
120,000 |
6 |
4 |
3 |
7 |
Foul Appearance, Horns |
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Rerolls: 70,000 Gold Pieces each |
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TZEENTCH TEAM ROSTER |
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QTY |
TITLE |
COST |
MA |
ST |
AG |
AV |
SKILLS |
|
0-12 |
Beastman |
60,000 |
6 |
3 |
3 |
8 |
Horns |
|
0-4 |
Chaos Warrior |
100,000 |
5 |
4 |
3 |
9 |
None |
|
0-2 |
Pink Horror |
120,000 |
6 |
4 |
3 |
7 |
Big Hand, Stunty |
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|
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Rerolls: 70,000 Gold Pieces each |
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GREATER DAEMON STAR PLAYERS
|
NAME |
TITLE |
COST |
MA |
ST |
AG |
AV |
SKILLS |
SPECIAL |
|
Heartripper |
Bloodthirster |
240,000 |
6 |
8 |
3 |
10 |
Block, Break Tackle, Dirty Player, Mighty Blow |
Chaos Armor |
|
Mortius |
Great Unclean One |
230,000 |
3 |
7 |
1 |
9 |
Foul Appearance, Multiple Block, Piling On, Stand Firm, Thick Skull |
Stream of Corruption |
|
Lewdrumpslap |
Keeper of Secrets |
230,000 |
6 |
7 |
3 |
9 |
Block, Claw, Extra Arms, Horns, Mighty Blow |
Aura of Slaanesh |
|
Zirrexelekakazax |
Lord of Change |
240,000 |
6 |
7 |
4 |
9 |
Jump Up, Leader, Leap, Pass Block |
Random Event |