Pom-poms out for the Lads...
Fruity fun and frolics with Cheerleaders in Blood Bowl
By Ricardo Nagliati, with photography and stadiums by Marcello Tommasi and Mike Barbieri
Copyright by Games Workshop, Citadel Journal #32, p.44-51, copyright 1999
Copyright by Games Workshop, Compendium #3, p.14-21, copyright 2000
That smooth Tilean chap is back again with more Mediterranean madness. You will remember him form issue 29 in which he gave us his insight into Warhammer campaigning (and how unfair it was that he lost!) This time, he returns to his other gaming love - the gore-covered Blood Bowl pitch. Ricardo noticed that there weren't any special rules for Cherleaders in the game and being Italian, naturally, decided that the 'babes' of the Blood Bowl world needed his complete and undivided attention.
His mate Marcello helped him out with the photography and supplied the amazing stadium scenery and rumour has it that the has even more to show us. So, delve into Ricardo's world and discover what your Cheerleaders can do for you, although do beware, for this is very, very silly …
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Nowadays it's unlikely to see a football match without Cheerleaders in attendance. Everybody knows the role of these beautiful girls during the match: they dance, yell and give the spectators something to gawp at to spur their favourite teams on to final victory. However, in a brutal game like Blood Bowl Cheerleaders generally have far more varied, weird and, more often than not, downright dirty tasks to push their team to victory. Let's take a look at how these enthusiastic supporters work towards adding further mayhem to your games of Blood Bowl.
After Wizards, Assistant Coaches, Star Players, Big Guys, Allies and the like, your Cheerleaders should get some well deserved attention. Coaches may buy Cheerleaders at 10,000 gps each and, as a general rule, their special use is limited to once per game at any time, unless stated otherwise in the following rules.
Note: When you use these special rules for Cheerleaders re-rolls are not permitted.
DUG OUT OF GAME
Cheerleaders for High Elf teams are reputedly the most beautiful in the whole World. Their tall, slim, graceful bodies and pale, marble freatures represent a charming, angelic temptation for any player. Before the match starts these wily maidens will often go into the opposing team's dug out, choose a player and, draping themselves seductively around him, pester him for small talk and autographs. Because the player gets so involved in his protracted conversation with the elegant maidens he will miss the match.
To represent this, choose a player in the opposition's team (this may included Star Players) and roll 1D6 for each Cheerleader on your team roster. If you score at least one '6' then your Cheerleaders have succeeded in enticing a starry-eyed young player to talk about flowers and tapestry and other 'girly' things for the entirety of the match - this player will therefore miss the game.
DEAF DA REF!
In direct contrast, Orc Cheerleaders are not at all reowned for their good looks (even other Orcs think they look pretty rough, which is why they spend most of their time fighting!). These lumpy, stumpy, warty beasts gather at the edge of the pitch, screaming, squabbling and whistling in a most riotous fashion throughout the match. Sometimes the noise is so loud and disorienting that the players can't hear the ref's whistles and will go on playing regardless of the ref's feverish tooting!
Roll 1D6 for each Cheerleader in your team and if you score at least one '6' the referee cannot be heard during part of the match and any one penalty awarded against your team may be ignored. This may save you from a turnover, being sent off or whatever. Remember that this bonus will never allow you to re-roll a failed re-roll dice.
FURY OF KHAINE
Dark Elf
Cheerleaders are even more vicious and cruel than they are darkly beautiful. Thes ecackling witches attend Stadiums with one unique goal: to satisfy their insane lust for blood by seeking new victims for the altars of their evil god, Khaine. Whilst performing a lewd and mocking dance at their team's end zone all the time they are just waiting for an opposing player to dare to score a Touchdown, for he won't be happy for long! The dark daughters of the Hag Queens will attempt to kidnap him through guile or force and carry him off to Karond Kar where he will live out the rest of his days as a slave, if he is lucky, or perhaps suffer a more painful fate!The first time the opposition score a Touchdown (provided they do, of course!) roll 1D6 for each Cheerleader on your roster. If you score at least one '6' the player foolish enough to score the Touchdown is removed from the pitch (and the team roster) and will only be returned to the team if the Coach is willing to pay the extortionate ransom charged by the Dark Elf Coach (this may be no more than twice the cost of the kidnapped player).
HANGOVER!
Dwarf
Cheerleaders are not overly fond of frisking around the pitch in skimpy, revealing costumes (and for that they rest of the Warhammer world is truly thankful!). These short, stout lasses are more famous for drinking large quantities of beer (not very uncommon for a Dwarf). Their favorite trick is to carry a big barrel of the finest Dwarf ale onto the pitch and invite the opposition to a pint or several before the match.To represent this, after both teams have set up but before the match starts, roll 1D6 for each Cheerleader in the team. If you score at least one '6', one randomly determined player in the opposing team drinks a little too much ale which will affect how he plays. Each time the affected player moves roll 1D6.
Note: the dice must be rolled only at the beginning of the player's movement (including getting up from a prone position).
INTO THE GRAVE
Since Undead are slow, shambling creatures summoned from their eternal slumber to continue their struggle on the Blood Bowl field, they don't have Cheerleaders in the ordinary sense, but squads of undertakers. These sinister fellows are not there so much to boost the morale of their team, but to find/steal potential new players. Before thematch starts they will try to sneak into the opposing team's dug-out and kidnap a player. To represent this, roll 1D6 for each Cheerleader in the team. If you score at least one '6', a player, chosen at random, from the opposition's team, will miss the match. At the end of the match roll 1D6:
SOME LIKE IT COLD
In the windswept, freezing land of Norsca Blood Bowl is a very popular sport; matching sheer brutality and arrogance it seems to suit the lifestyle of the barbaric Norse perfectly, Norse Cheer-leaders are beautiful young women only barely dressed in their costumes made from the hide of the woolly mammoth and they support their team with loud bellowing during the match. When Norse teams play at home in their frozen stadiums their Cheerleaders pelt the opposition with snow ball! In the warmer parts of the world they have to substitue snow with ice cream.
To represent this, roll 1D6 for each Cheerleader in your team. If you score at least one '6', nominate an opposing player who is near the edge of the pitch. He must make an immediate Agility test or fall over from being pelted by those notorious valkyries. Make Armour/Injury rolls as normal. If the player was holding the ball this causes a Turn Over. This ability may be used at any time during the game.
WARNING - POTENTIAL NAUGHTINESS - You must be over eighteen be read this (although we won't tell if you don't)
MAKING WHOOPIE...
Human Cheerleaders may lack the refined class and sophistication of their High Elven counterparts buy they more than make up for it with enthusiastic, er … ability. They are recruited from some of the finest brothels in the Old World and are very efficient though a bit on the expensive side (they cost double - 20,000 gps). These insatiable strumpets sneak into the opposing team's dug out and get to work at seducing the opposition's players at the start of each drive.
To represent this roll 1D6 for each Cheerleader on your team roster before every kick off. If you manage to score at least one '6' a player in the opposing team, chosen at random, is busy ' getting his oats' with one of your 'morally challenged' Cheerleaders and misses the drive although he will be available (albeit reluctantly!) for the next one!
LABOUR OF DOOM
Even Chaos Dwarfs have their own Cheerleaders, though they are mainly composed of Hobgoblins whose concept of glamour leaves a lot to be desired. They prance about sneakily by the edge of the pitch performing a horrendous version of the famous Arabian 'Dance of the Thousand Veils' (just don't ask!). In a similar way to Dark Elf Cheerleaders, they wait until an opposing player scores a Touchdown and then grab him and carry him away to the slave caravans of the Chaos Dwarfs.
To represent this roll 1D6 for each Cheerleader on the team roster. If you score at least one '6' remove the said player from the field and put him in your own dug out. At the end of the match, the opposing coach must pay a ransom (no more than double the player's original cost). If this is not paid immediately, the unlucky soul will spend the rest of his days as a slave at the furnaces of Zharr-Naggrund.
HEALING HANDS
Although Wood Elf teams generally perform so brilliantly in Blood Bowl matches, they wouldn't do so well were it not for the help of their loving, faerie-like Cheerleaders. These delicate, rustic maidens are trained by experienced masseuses who teach how to deal with minor injuries that often occur during matches. Their work is quite expensive, however, and Wood Elf Cheerleaders cost double - 20,000 gp each.
Whenever a player suffers a K.O. you may declare that you are using one of your Cheerleaders on him. Roll 1D6:
THE KISS OF DEATH
In the gloomy lands of Sylvania where the sun seldom shines, Blood Bowl matches are the ideal excuse for dipping sharp fangs into smooth necks! Cheerleaders for Vampire teams are often are newly initiated; tall, gaunt but charming Vampire brides with long, ebony hair and red-tinged hypnotic eyes that few men can resist. Enshrouded in long black cloaks these sinister creatures silently stalk opposition players (especially the ball carriers) who venture too near the sidelines.
You may use them once during the game, at any time, on an opposing player who is adjacent to the sidelines. Roll 1D6 for each Cheerleader on your team roster. If you score at least one '6', the opposing player is entranced and lead off of the pitch and bitten by these ravenous Cheerleaders. Make a basic Armour roll, if it is successful don't roll for injury but place the player in the reserves box. From now on the player will suffer from the Off for a Bite negative skill in the same way as Vampires. At the end of the match roll 1D6.
Note: An Apothecary may cure bitten players in between matches.
CLEAN TRICKS
You may imagine that Halfling Cheerleaders are always busy with huge banquets which is quite true but, apart from eating and drinking at humungus parties, they do get around to attending Blood Bowl.matches sometimes. The least popular job is doing the dishes afterward. So whenever they have the opportunity, they invite a player from the opposing team to a slap-up meal the evening before the match. Naturally, this player will attend just to have a good laugh at the Halfling's expense, after all, won't most of them be dead or injured the next day? Unfortunately, after gorging himself stupid on the delicious wares that the Halflings have prepared he will be too full to even move and this is when the little rascals scurry over ot him and chain him to the kitchen sink. The player is then told that he has to do the dishes (at a Halfling feast there are literally thousands of them!) otherwise the Halflings will not release him! Reluctantly and quite humbly the player has no choice but to accept and miss the entire match.
To represent this, nominate an opposing player and roll 1D6 for each Cheerleader on your team roster. If you roll at least one '6' the opposing player will miss the match.
RIBBET-RIBBET!
In Lustria there are few Blood Bowl arenas situated in the middle of the lush jungle outside of the Pyramid cities of the Old Ones (often known as 'Amphibian-Theatres') Lizardmen Cheerleaders are spawned specifically from Skink stock that are used as messengers because they are very swift and agile and are fluent in hundreds of different jungle noises. They put these to use on the Blood Bowl pitch athletically leaping around the sidelines croaking, hissing, and whistling their support to their slower brethren. This works remarkably well and inspires the team into selfless, probably insane acts.
To represent this, at any one time, declare that you are using your Cheerleaders and nominate one of your players what kind of action he is about to take and roll 1D6 for each Cheerleader in your team. You may add +1 modifier for each '6' that you rolled to the dice roll the player is about to make. Remember that a 1 is always a failure.
Note: Lizardmen Cheerleaders cannot affect any special dice rolls but only those on six sided dice.
MORE BALLS!
Goblins are sneaky, runt-like little creatures who have a very nasty habit of carrying lots of weird (and often very dangerous) stuff with them onto the Blood Bowl pitch. Their Cheerleaders are by no means an exception. They are spiteful, raggedly little urchins barely distinguishable from their male brethren. (In fact it is often claimed that Gobbo women don't exist and that Goblin Cheerleaders are just the smaller males in drag!) Their favorite trick is to throw an extra ball on the pitch during a match (usually at the ball carrier!) to distract the opposing players just long enough for the Gobbos to take advantage of the situation and grab the real ball and score a Touchdown.
To represent this, at any time during the game, roll 1D6 for each Cheerleader on your team roster. If you score at least one '6', and the opposition player who is in possession of the ball is within one square of the sidelines he will drop it (which will scatter as usual) in the confusion of being pelted with spare ball immediately causing a turn over. This ability may be used up to three times during the match.
DANCES WITH SYLPHS
From fey realms hidden in the mists of secret woodland, Forest Folk (check out the Blood Bowl Compendium and Journal 17) venture out of their mystic places in search of fame on the Blood Bowl pitch. These teams are formed from the faerie creatures of legend: Gnomes, Satyrs, and Centaurs. Their teams are eagerly supported by their Cheerleaders who are made up of Sylphs, woodland elemental spirits that take on the forms of beautiful, slender girls with smooth skin the colour of bark and leaves adorning their hair. These small fairy creatures perform a strange and frantic dance on the sidelines of the Blood Bowl pitch. Their movements are so graceful and mesmerising that players from the opposition team just can't help but dance along with them.
To represent this hypnotic effect roll 1D6 for each Cheerleader in your team at the start of each drive. For each '6' you score you may nominate a player in the opposing team who will move erratically, just as if he was possessed by the fey music of the forest. For each of the affected player's subsequent turns use the scatter template and move each of them 1D6 squares, ignoring any Tackle Zones and any compulsory movement (such as Bone Head, Wild Animal for example). If they finish their move in an occupied square just place them in any empty adjacent square; if it is impossible to move a player because he is surrounded by other players, just place him prone and make Armour/Injury rolls as normal. The Forest Folk Head Coach may choose which of the opposing players to move and in which direction they are heading buy may not deliberately push them off the pitch. Also, players forced to move this way will automatically drop the ball although it will not cause a turn over.
DIG HIM OUT...
Skaven
have always had a predilection for tunneling beneath the earth. In their vast underground warrens there are labyrinths of tunnels so complex that even they themselves sometimes get lost. Skaven have no real concept of Cheerleaders, they do not understand why other races use their attractive females to inspire the males in the team to play better when slave drivers with whips do the job generally a lot better! These menacing ratmen will attempt to dig a tunnel under opposing team's dug out and kidnap whoever they can find before the match.To represent this, before both teams set up, roll 1D6 for each Cheerleader in your team. If you score at least one '6' your tunnel has reached the other team's dugout. Immediately roll 1D6 again:
These captives may be ransomed for a maximum of double their normal cost.
CHAOS CHEERLEADERS
The Coaches of Chaos teams must decide which of the four powers they owe their allegiance to and therefore which of the Chaos Cheerleaders they will be using in their team (for any really stupid people out there, NO, you cannot use the Cheerleaders of another power in your team - so there!).
FATAL EMBRACE
Slaaneshi
Cheerleaders are daemonic beings akin to Daemonettes. They combine the lure of sensual pleasure and divine beauty to create vivid hallucinations in the minds of opposition players. They may use this ability once during the game when an opposing player enters the squares adjacent to the sidelines on the Chaos player's half of the pitch.To represent these effects roll 1D6 for each Cheer-leader in your team. If you roll at least one '6', the opposition player will be beguiled by erotic, glamorous visions and will literally storm off of the pitch into the arms (or claws, Yuk!) of the Slaaneshi Cheerleaders. If the player was carrying the ball he will drop it and it will be a turn over. To see what happens to him roll 1D6:
SMELLY TOUCH DOWN!
Nurgle
teams do not have real Cheerleaders (for which we can thank the Gods!) but use Nurglings, tiny, bloated daemons that emanate a disgusting foul odor and several unpleasant diseases to boot! They gather in gibbering clumps in their team's end zone producing hideous odours in an attempt to keep opposition players from scoring. The coach may use them whenever an opposition player is about to score a Touchdown and may use this ability up to three times during the match before the Nurglings get bored and wander off to pollute a river or something!To represent the Nurglings' effects roll 1D6 for each Nurgling in the team. If you roll at least one '6', the opposing player will stop one square away from the end zone, coughing and spluttering and he will refuse to continue moving until the next turn when his is more composed (he may Hand-off or Pass the ball to a team mate though).
WINDS OF CHANGE
Tzeentch
Cheerleaders are perhaps the strangest in the Blood Bowl world. Looking remarkably similar to Pink Horrors these bizarre and enigmatic creatures often use strange magic with which to change the opposing team's Cheerleaders into anything from McWurty burgers to piles of Troll dung! Fortunately this ability only lasts for the duration of the match. They also have the ability of swaying the referee by confusing him with weird visions. The Head Coach may use them in one of two ways:Before the match starts roll 1D6 for each Cheerleadder in your team:
THE EYE OF GOD
Khorne
is the Blood God and supreme warrior god of battle, strength and martial honour. His followers live for war and often fail to distinguish between the Blood Bowl pitch and the battlefield.Khornate Blood Bowl players are the most brutal and merciless in the world. Their Cheerleaders are noen the less cruel and savage as they stand at the edge of the pitch driving their tam on to further acts of barbarism with strange blood rites.
The represent this roll 1D6 for each Cheerleader in your team. For each '6' scored you may choose a pleyr in your team who is now allowed to make two Blocks instead of one for the duration of the game. With this extra action if the blocker goes down for any reason the normal rules apply and the Khornate team suffers a turnover.
Well that about it for now. I hope you like my ideas and that they bring much murder and mayhem to your games of Blood Bowl. - Riccardo
*** Did You Know ...
The Snotshire Dribblers, infamous Snotling team, went one step further than their Gobbo cousins whose Cheerleaders would pelt opposition players with dozens of spare balls whenever they were about to score. The Dribbler's Cheerleaders used a Pump Wagon cunningly disguised as a mobile stage (it had a few ribbons on it!).
The ploy appeared to work, at first, deterring the other team's players from scoring, until the Dribbler's Cheerleaders lost control and churned across the pitch into the crowd. In the ensuing mayhem, 233 spectators, 12 NAF officials, the ref, the assistant ref and several players on the other team were mangled by the insane machine, which gave the Dribblers their first, and only award - for most spectator deaths! Unfortunately, all but two of the Dribblers had also been killed in the disaster which meant the team had ot disband after only one season!